mqpiffle

mqpiffle

Joined Member # 4257179
1 Posts 143 Replies 4,170 Reputation

I feel that instead of having the ability to pick bland trait options during unit design, traits should come with the equipment chosen during this phase. And perhaps units gaining levels could open up new traits down the line (you don't get to choose them, per se, they just get unlocked.) For instance: Mounted Spearmen Level 1: Flanking Charge(active): May only be used against an enemy who is already engaged in melee combat (being flanked.) Unit

11 Replies 18,999 Views

I would like to suggest the importance of using tacitical OUTPUT as a key component to the tactical AI. What I'm thinking of here, specifically, is a concept know as 'aggro' which I encountered in my brief MMO playing career. Basically, this would take the output of what is currently occurring inside a tactical situation and cause the AI to strategically adapt to the circumstances based on the interactions of the strengths and weaknesses - or simply if some units

59 Replies 55,376 Views

I disagree on all points as well, but I do wish they would include more spells to be researched (or unlocked, if you will) in the magic technology tree, especially for the more powerful spells in the game (rank III and greater.)

10 Replies 5,531 Views

I think incorporating a lot more spell research into the magic tech tree would make it significantly more meaningful. Right now the magic tech tree is, imo, the least fun, useful, and/or necessary in the game, and really breaks immersion for me. Otherwise, I'd say minor tweaks and balances to the other two trees would be in order, as they are definitely more flavorful than the magic tree at the moment.

23 Replies 20,327 Views

[quote who="Lord Reliant" reply="17" id="3080553"]I have a bit of a concern that dividing XP will make champions either too watered down or difficult to upgrade, but we'll see how it's implemented.[/quote] One thing's for sure, you'll have to adventure with fewer heroes in a single group in order to increase XP gain, which is a solid rpg mechanic.

21 Replies 11,913 Views

[quote who="Aeon221" reply="98" id="3078514"]Every player should start the game with leather armor and basic weapons unlocked. These two item classes are so critical to early warfare that not immediately researching both is a suboptimal strategy. Period. No arguments. If you don't have both and you get rushed, you will lose. It's so blatantly required that it shouldn't be an active element of the early game because it screws up balance. [/quote] There should be alternative

102 Replies 313,679 Views

The problem with tweaking tactical spells at this point is that we don't know if the whole tactical battle mechanic is set in stone yet. We know the AI will be tweaked, we're pretty sure they're going to tweak traits and add new ones, maybe they'll add a formation feature. Also, imo, different spell types should *not* be balanced for effect across different elements. Fire should have the strongest direct damage with short DoT. Death very good DoT and

33 Replies 16,565 Views

I'd like to see SpellResourceCost moved into a tag within GameModifiers, rather than the current implementation. Specifically, I would want to be able to alter mana costs as a spell grew more powerful, usually through number of shards.

46 Replies 29,550 Views

[quote who="Heavenfall" reply="16" id="3078208"] In E:wom we had three different ways to explain damage or healing inside spelldef tags - Value, MinValue, MaxValue. The rule was, you either had Value or MinValue+MaxValue. The difference was, Value is a single number, but when we did MinValue+MaxValue the game would randomly choose a number between those and count it as Value for the modifier. I would like to see this return, it would help us produce a

46 Replies 29,550 Views

[quote who="maniakos" reply="3" id="3077961"]What about adding a button on the enchants list to "upgrade" each enchant by paying some mana cost, to a more powerful version, when you get new shards.[/quote] There's no way to scale mana cost with, well...anything, really. But there should be!!!

6 Replies 4,990 Views

I was thinking more along the lines that UnitStat_Attack_Fire was set to a non-zero value. It's somewhat unclear to me what all of these new attack/defense types are really doing, and how they affect and interact with each other.

49 Replies 35,141 Views

Either DefendableDamage always returns *something*, or GetNumFireShards is doing something strange, because this: Unit DefendableDamage UnitStat_Attack_Fire</A

49 Replies 35,141 Views

[quote who="sweatyboatman" reply="11" id="3077370"]We must play different games. If I could turn off all my production buildings and claw back the gold maintenance and use this to pay for my upgrades, the current situation would be viable. As it stands, upgrading my old units instead of building new ones essentially means i am paying for them twice: once for the upgrade cost and again for the production capacity i am not making use of. No prudent player would ever do that.[/quote] You

16 Replies 49,952 Views

[quote who="Heavenfall" reply="23" id="3077013"] Quoting mqpiffle, reply 21Summon Wisp (or Will o' Wisp) : When adjacent to any enemy, that enemy has a 50% to become enthralled and lose its next turn. Att: 0, Def: 0, Dodge: Something High, HP: 50 -ish Doesn't work with the mechanics. What we can do is trigger stuff when attacked, or when attacking. But we already have summons doing stuns on attack and defense. I like the creature though. I will think o

39 Replies 104,308 Views

Another problem with encumbrance as it stands might be that it's being treated with such small numbers that are only based on strength. Why not start encumbrance at, say, 100, +1 or +2 per point of strength, +whatever for certain traits, and re-adjust the weights of items along those lines. This way, the Strength score is not causing the Encumbrance score to "move" so easily. I hope that makes sense - I'm pretty out of it right now [e digicons]:P[/e]

56 Replies 34,642 Views