[quote who="i3elial" reply="54" id="3065684"]Another concept to explore is to not allow the player to build any of the buildings but allow the city and its resources therein dictate what it should build. Realistically, why would a merchant setup shop where there is no gold to be had, for instance. Mind you, this isn't something I think is ideal, but worth mentioning nonetheless. I actually quite like the idea of a capital-only empi
mqpiffle
I think that's all we're talking about here. Not trying to turn them into powerhouses, just brainstorming ideas that might introduce a little choice into the equation.
Oh no...please tell me you didn't mention ponies... [e digicons]
[quote who="Wizard1200" reply="71" id="3065248"]But in most cases there is no risk, because there is a load button ...[/quote] Risk also implies challenge and using all of your resources to fulfill a goal (killing the enemy.)
Bump: because, after all, this game is about magic, and there needs to be more conversation about it.
[quote who="Mtrixis" reply="49" id="3065242"]I like the ZoC idea, perhaps tie it to a specific type of outpost. Here's some off the top of my head ideas for outpost upgrades: Elemental Tower. Imbued with one of the six elements. Each can cast an appropriate spell at units within its zoc, life can heal or buff a friendly unit, death can drain health or weaken, fire can throw a firebolt or immolate, etc. Military Outpost. Always garrisoned with X basic milit
Now that I'm seeing your 9 tile city, I'm liking it. More to come...
Tomorrow. 3:00 PM EST.
I would say keep the system as it is but when balancing, only balance the 9-man units against high level heroes. Then balance the smaller squads accordingly. I also don't like the damage spells which multiply on damage with troop count. Why would I want to spend time researching and resources to build a big army if it's just going to make my enemy's mage instantly more powerful. Not good.
[quote who="pizzahutbuffet" reply="106" id="3065162"]I'm guessing no beta for people who preorderd yesterday? [/quote] You'll get into the beta eventually. After tomorrow's Beta 1 access, there is no publicly shared schedule for future beta invites as of now.
Just received the email...3:00 PM EST tomorrow.
[quote who="Wizard1200" reply="66" id="3065008"]But that would make a balanced XP system more difficult, because using only one or two heroes would be the best path to get powerful heroes. [/quote] Exactly...if you want powerful heroes there should be risk involved. If you want safe, albeit slower, leveling, you would build a larger party. I'm not sure how this would be unbalanced.
Agree. EDIT: And not just random opponents, but occasionally I like starting up a game as a random leader myself!
I agree, there should be multiple inlets for acquiring heroes, including: map locations quests unique combinations of buildings or empire choices (ie diplomacy with other factions) attract a hero occasional member of your populace becomes a hero great spells summon a hero
[quote who="RooksBailey" reply="36" id="3064851"]The dynastic system I am envisioning would require enough work for a full expansion in its own right. [/quote] This.
Yah - if they're not going to allow cities to organically expand across rivers, they ought to include a bridge improvement.
[quote who="seanw3" reply="15" id="3063843"]I will most certainly want testers and xml writers to help.[/quote] I'm sure I'll be tweaking with the XML in my on ways, but certainly nothing so ambitious as this.
Also +5 hippies.
[quote who="Mtrixis" reply="39" id="3064812"]Plus the weirdness of the instantly transported resources from half the world away.[/quote] It's magic!
I agree (and this has been stated by someone else somewhere else): There ought to be separate and distinct sliders for AI "Intelligence" Boni, AI Economic Boni, AI Military Boni, AI Production Boni, AI Resource/Start Location Boni, etc.
Well both of those "other side of the coin" points are fairly nit-picky, and I would still highly prefer splitting xp over bloating xp, but I'll play the game as they have it and then report my thoughts later.
That's a smart AI, there!
[quote who="mqpiffle" reply="26" id="3063796"] + Increased the XP needed between levels Derek, Please think about changing the xp gained after battles from the current system of every unit involved on the winning side gains the full xp value of the defeated party to every unit involved on the winning side gets a share of the full xp value of the defeated party. As it is now, the system promotes a "kitchen sink" part
[quote who="Mtrixis" reply="32" id="3064008"]I don't have much interest in dynasties, but I do think that the current implementation of hero acquisition is _very_ bad. There are balance problems all over the place with having randomly placed heroes that can be killed by the AI. The players (and the AI) need a way of 'generating' new heroes via payment/research/etc.[/quote] Yup. High population + high level buildings = greater chance to pop heroes. Or one or t
[quote who="Markon" reply="9" id="3063120"]While i love the idea of shared XP, the danger with splitting it perfectly evenly becomes this: "Player A, through luck and skill, has managed to take 2 heroes and level them very high quite quickly. Player B, being more cautious, and not being nearly as luck as player A (no fault of his own) has 4 heroes that have been traveling together, and that have gotten a few level ups.