I like the idea academically, Demiansky, but I'm having a hard time seeing the implimentation of the largest benefit (namely: military) I too tend to get real tired of the massive amounts of micro that go along with the super-late game. The one rub I see is how do you elegantly take away the garrison micromanagement from the Megapoles' subsidiary villages? If you go with the slider approach, does that just mean that you build X-number of troops at your megapole and assi
Malsqueek
I'd like to see a slightly less intensive version of #1. I like the idea of resources giving out finite amounts of benefit per turn, and like the idea of allocating that resource. Use a "rally location" type system to determine where the resources go, and sliders to determine the ratio, or a fixed volume (in the case of produced goods). I also like the "merchant" idea, but would rather see that happen as a visual representation of the resource all
Not to mention the (potential) limitations of no longer producing an area of "control" for you, and longer able to be expanded. I wholly approve!
I love the idea that those lairs spawn creatures into the world, and they do a great job of sticking relatively near their web, but still go "hunting". Two thoughts: 1) When you destroy the web, all the spiders immediately sprint off in random directions and wander at full speed around the map. They should try to stick near the spot where there web was, or wander slowly. As is, it makes it VERY hard to clean them up, and makes little sense as far as why th
So, when you pick up most of the items, you have two screens of information that you have to click through. If there is a choice to be made, that is a great way of doing it, but I wouldn't mind seeing the pouches with items either require a decision, or simply put all information on one pop-up. Also (didn't see it mentioned yet), if the pick-up notifications from past-turn moves could wait until after the turn-update stuff that would be grat. Righ
I got that as well. Was playing good sovereign, died, "oked" through menus to start a new game, and bang, HUD and nothing else.
I can vouch for the running monsters. just spent
There are merits to both the more realistic, and more OOC systems. I for one, would really like to see it implemented around a traditional TBS system (with the variable pre-reqs), with the ability to turn on "obscure tech tree" and "goal-based research". Each would require a dramatically different means of approaching the game, and likely wouldn't require all that much extra coding to implement.
[quote who="Pnakotus" reply="14" id="2371631"] I'm hoping Elemental is less random and more logical than either; MoM was nowhere near as random as Civ, for instance, and the only cross-unit balance issues were raw power and immaterial, flying, resists etc. [/quote] I actually really liked the MoM combat system. If I recall correctly, the "Attack" value was the number of 33% chances to hit each "model" in the unit got, and each "Defense" was a 33% chance to resist any h
[quote who="SnallTrippin" reply="53" id="2370893"]I'm at work... off the next two days (Counting Monday now) and then back to work Wednesday night...so it'll probably come out like 9-10pm EST Wednesday, just as I go to work for the week.[/quote] I hear you... The wife and I fly off the Japan on Thursday afternoon. It will probably release Wednesday afternoon while I am at work, which will give me 2 hours to play, then 10 days to not... *sadpanda*<
I don't care if it is "not fun" to begin with. A couple friends and I have been complaining about the lack of a REAL successor to MoM for too long, and I A) want to see what these guys have in store, and B) if they are missing key points, would like to help get them in there for all the other MoM fanboys out there. Plus, helping make the game "Fun" for several thousand other people tickles the martyr in me...
I just finally bought the game the other day, because I heard you had to pre-order before the beta to get in, but I was always going to buy this from when I heard it was "in the works" last year. *Raises Hand*
I saw their presentation at PAX, and they did mention the tactical battles just a touch. Here was what was mentioned: -Tactical (X-com-like) grid field. -Bonuses based on terrain type (hills increasing ranged effectiveness and melee defense, for instance), "High-ground" was specifically mentioned. -Deformable terrain, though the degree to which it is deformable was pointedly not mentioned We we