Ke5trel

Ke5trel

Joined Member # 3041813
3 Posts 131 Replies 26,868 Reputation

At least for now, we are comparing apples and oranges, imo. When you buy a game from a brick-and-mortar shop you are buying an object (the disc) which gives you access to information (the game). When you buy a game via Impulse or similar you are essentially buying the information directly. There is no way to allow peer-to-peer sharing of that particular chunk of information that also allows commercial enterprise. That's ok. You don't really need to loan your own

24 Replies 77,570 Views

"the creeps from a dead general should just become mindless normal creeps having lost their commander" Hmmm, so if the five generals on a team bring their full commands down a lane and then all the generals die, the minions will start to act like allied creeps? Saying early game each general has five creeps (minimum), and each unbuffed creep is as powerful as a minotaur: that's 25 extra minotaurs in one lane you now have to deal with before level 5..Coordinated ka

120 Replies 364,997 Views

Unclean Beast Ability: Tongue Lashing - level 1, 4, 7 Flavor Text : Unclean Beast uses his really long tongue to skewer a single opponent and pull them within melee range. What it does : UB is able to pull fleeing or ranged opponents within melee range and holds them there for 1/2/3 seconds. The ability causes minimal damage (100/150/200) and lands on first target within a given line of attack, can ther

15 Replies 2,733 Views

hmmm, any word on whether Beta 1.x will still be closed, or will it be available for new testers? If closed, 10day, you'll have to sit on it until Beta 2.0 comes out sometime before November 27.

6 Replies 4,759 Views

[quote]Let the tether be an area effect buff. This gives flexibility and choices.[/quote] The flip side of this is that for balancing purposes maybe there should be a big debuff on minions too far from their general, so that they are ridiculously easy to kill - that way they are good for capping and recon but not much else. My reasoning is that if you allowed minions too much power away from their generals then you have a nightmare swarm of minions cleaning up while their five

120 Replies 364,997 Views

[quote]I think more things need to be in this equation. A general with 10 units should be ok to go up against a lvl 3 UB, but with the correct buffs, he should fell good about going up against a lvl 5 UB as well. He should have major buffs for his troops, see below. It is also important to realize that though 10 units should be able to take down a demigod, many will get dropped by that demigod, so if 10 do not do a ton of damage, by the time his hp are at 1/2, the general's creep units wit

120 Replies 364,997 Views

I'm thinking they will have quick and dirty fixes for current slowdown issues that don't involve a new pathing engine...otherwise I don't see why they would have another Beta before 2.0.

20 Replies 3,565 Views

No traditional Barracks, no direct control of non-minion creeps. Let's talk about something else - From Frogboy: [quote]3) I like the idea of letting units of generals be able to go capture things. That would make the general quite powerful right there and make it easy to justify having assassins be a LOT tougher than generals in 1 on 1 combat.[/quote] Ideally an assassin will always be able to crush a general if minions are elsewhere. However, a good gener

120 Replies 364,997 Views

[quote]There's not really much point in giving a tactical advantage to units within a certain distance to their General if you aren't going to let them go farther than that.[/quote] Sure there is. A tether-based general is still going to have some tactical flexibility that assassins don't have, i.e. staying out of sightlines, firing range, etc. Allowing strong buffs on minions within a short distance of the general makes sense, because if your minions are close enough get

120 Replies 364,997 Views

[quote]Maybe use skills to lengthen the tether for the distance the squads can go though.[/quote] [quote]Or provide some material benefit for keeping the general close, such as short-range or aoe buffs, or perhaps units beyond a certain distance could take longer to respawn. That way the general can send his units away if he wants, but at a cost of some combat effectiveness.[/quote] Why not both?

120 Replies 364,997 Views

[quote]Serial codes backed up by a login system ala Steam/Impulse[/quote] this Make the system more resource-efficient than Steam (which is a hog) and keep it that way. Longterm: People will complain about gatekeepers, but give them more features until they are living enough of their v-life inside your system that logging in is like logging into your PC. Link Impule to Netflix, iTunes, and Google; allow it to become an externalized entertainment OS.

76 Replies 157,521 Views

OK Trigeminal, good point. To play Dev's Advocate for a sec - the achievements tell us that at one point generals were able to create two tiers of minion: "units" and DG specific spirits, vampires, yetis, etc. We don't know that by "units" the achievements were referring to the spawned creeps we already have and not to DG specific, lower-level creeps, but I think that is a semantic point. "Units" probably does refer to spawned creeps. So if we take that premis

120 Replies 364,997 Views

Ah...missed Tyo's reply to that thread. Thanks, Trigeminal. [quote]I believe one unique creep means that is their specialty. They can still make all the other creeps that are spawned. Look at Vampire Lord's Achievements: http://forums.demigodthegame.com/323908. He gets one for building catapultasauruses. Maybe he can't control them. Maybe he can.[/quote] I'm going on instinct here but I don't think generals will be able to make spawned creeps, only minion creeps. T

120 Replies 364,997 Views

[quote]All creeps both Classes will NOT be under the users control[/quote] This perspective might jump the gun a bit, as "Supcom-style RTS" involves a whole lot more than unit control. Alot could be done, strategically, with squad commands. Personally I would like the hunter/pets dynamic better than allied creep control anyway. example: Sedna approaches UB and casts Slow, to keep him off of her. Her 5 yetis start to charge him as soon as they are in r

120 Replies 364,997 Views

Per above - any RTS that appears is likely to be fairly stripped down and streamlined; RTS only in the sense that you will have some degree of unit control over a squad. Even that isn't certain, at the moment. I'd be surprised if Generals had the ability to create defensive/offensive buildings or generate creeps from a barracks. IMO it would work better with current gameplay mechanics to generate guard creeps on the fly, spell or channeled structure-based generation (i.e. lay an e

120 Replies 364,997 Views

1a) Indirect control of guard creeps - which must include good pathing and a default "do as I do". I'm thinking the easiest way to make this work would be to have a simple move command, coupled with Aggressive, Neutral, and Passive stances... 1b) Direct control of Guard Creeps - making this an advanced option would be awesome. Making it default means you'd have to strip alot of the command complexity to make it accessible from the

120 Replies 364,997 Views

Right..To sum up - I don't think anyone is looking for Generals to control all allied creeps. Unique Praetorian Guard works fine. The zomg panic! started when an interviewer suggested that players would have control only over their DGs, and Tyo's response seemed to confirm that in the vaguest possible way. It wouldn't have been hard for Tyo to explain that there would be two classes of gameplay or DG, and past Dev publicity has included the distinctio

23 Replies 3,429 Views