Tamren

Tamren

Joined Member # 3089516
11 Posts 352 Replies 813 Reputation

Not really, a necropolis and a metropolis have the same difference as a swamp and a desert. One has an abundance and the other has none.

11 Replies 6,646 Views

The only thing that seperates life and death magic is which way the life is flowing. Death is the absence of life.Are you removing life from a container or creating life to fill an empty void? Ripping life from one thing and putting it into another could be considered death magic healing. Empowering someone to use 100% of thier brain could be considered life magic killing because that the same thing as having a seizure.

65 Replies 144,993 Views

[quote who="pigeonpigeon" reply="24" id="1969375"]lol, poor Luckmann . I still think your scenarios are cool but way too involved for the game. Imo there shouldn't be nearly so many things that could happen any time a unit is hit. [/quote] Its actually not that complex. All you really need to keep track of is the health status of both the rider and mount and if they are seperated or not. The individual performance of each unit and its placement would not be important in Elemental gi

61 Replies 47,717 Views

The only difference between good and bad complexity is how much of it is relevant at any one time. Too much overwhelms, too little will make for a shallow game.

24 Replies 21,882 Views

I hope that karmatic selection examines what the karma was actually given for instead of numerical bounty. Thats not to say whoever has lots didn't earn it but there might be one or two of the bad karma farmers and lots of it is given for superficial reasons.

58 Replies 201,394 Views

[quote who="Solam" reply="2" id="1968678"]I too have laughed at some of the suggestions. However sometimes it's not really the outrageous suggestion that is important but the idea that it brings forth. Some of it can be used even though it might not be the original idea.[/quote] Thats the truth of it. At the end of the day no matter how much detail I give you, all I can really say is "things could be better". Now if anything that we talk about here in the forum positive OR negative go

24 Replies 21,882 Views

After some point it would have to be abstracted unless we get to play Elemental on a supercomputer. Luckmann and Smokie make much more sense if Luckmann is the Channeler of your army. They are two seperate units composed of one member each. Its not a far stretch to order Luckmann to dismount so that Smokie can fight at his side and go nuts without worrying about Luckmann falling off his back. -- Now if you scale that up to apply to a unit of 40 bear cavalry you have to

61 Replies 47,717 Views

When I was at PAX I saw someone playing Demigod. The big fortress guy has 3 towers on his back. I remember one of them getting upgraded to an archer tower and whenever enemies were near these big showers of arrows would shoot forth. Its a bit like that, only the archers can get on and off. They would be a seperate entity from what they are riding, even if the two act in combat together.

61 Replies 47,717 Views

The word Cavalry means mounted infantry . Take the mount away and what do you get? A footsoldier of course! Taking the two apart should not remove both of them from the equation. "Mount" simply means something you ride on. This can mean almost anything mobile. An Ent with a treehouse on his head could be considered a mount. "Armoured cavalry" is a modern term for tanks an other vehicles. To get the rider and the mount to work together and apart effectively you have to

61 Replies 47,717 Views

Simple enough this time. One thing we still don't know is how mounts work in the game. Are they things we get to sit on or do they have armour and attacks seperate from our own? If a bear gets its rider killed will it stay on fighting with the rest of the bear cavalry?

61 Replies 47,717 Views

Any and all updates will be in smaller chunks now, I don't have as much free time as I used to. Now it might have seemed so far that I am just having fun telling a story here, but it is entirely a demonstration of the same basic point. Once you quantify something then you can simplify it while retaining access to all of its inherent detail. The engineers are a great example of this as you will see. -- Time to fortify. The current position we hold as of now is simply

131 Replies 440,620 Views

The thing I don't like about summing up damage and armour ratings as numbers is that it represents information players should not really have. Better armour performs better in combat because it just does, the material is thicker and stronger than weaker armour. Not because its a +2 instead of a +1. If you provide players with that information you have to dumb it down a lot to get it into a form that they understand. You as a player now have a pile of "dumb" information on hand, and having it

44 Replies 22,770 Views

Sorry for the lackof updates on both threads but I recently got my hands on Left 4 Dead. That should explain everything. One important characteristic about plate armour is that it has a modular design. You can wear just the gloves, just the upper arm or any combination of components from a single plate to a full set. This makes it incredibly useful at armouring people where they are most likely to get hurt. An archer firing over a castle wall is unlikely to get hit in the legs. So you

44 Replies 22,770 Views

Dragonlance does count as epic as far as I know. The whole series spans many books and there is a lot of offshoots to dig throught hat are directly connected to the main story. Has anyone read the Shannara series? I've only read one and it didn't make much sense to me. The Wheel of Time looks fun enough.

99 Replies 265,428 Views

The effect tactics used in a fight have on the result depends entirely on how many people are involved. If you have a massive battle with 1000 vs 1000 what does it matter if one guy out of 1000 has sand in his eyes? Not much. But then, if you have 1000 men fighting a dragon and one of them manages to hurt the dragons eyes and blind it, thats a HUGE deal.

44 Replies 22,770 Views

Any system of encumberance should be directly tied into your system for agility. How much weight are you carrying and where? How far can you bend your joints? The latter point might seem irrelevant in most situations but if you can't lift your arms above your head, don't expect to be able to climb a ladder with anything approaching speed. Its the age old argument, mobility over firepower. Outside of static defensive situations mobility will probably win. Past a certain point the protection yo

44 Replies 22,770 Views

Given the customization that seems to be the core of the game, heroes wouldn't have set classes. What you call them depends on what they can do. So if you have a guy who goes pew pew pew with his longbow and leads an army then you would call him an archer general. The game would probably come with preset names to describe units created by the computer, the player would be able to use them as well. So a Pyromancer could just as easily be called a BarbeQ_Qer.

9 Replies 7,906 Views