mqpiffle

mqpiffle

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

I want giant flying boat-like cyber-steam-punk death-dinosaurs. Let the devs get what they want out of the core game mechanics first, then maybe we will see something like boats, sea resources, and nautical monsters in a future version. I do think it would be seriously amazing to embark my heroes on Ulysses-like adventures.

41 Replies 53,168 Views

[quote]+ Increased the XP needed between levels [/quote] 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" party banding method, whe

136 Replies 106,052 Views

[quote who="Cruxador" reply="44" id="3063596"]Agree. A civ style system where roads provide trade and unit move bonuses would be great. I disagree. Civ roads are a hassle.[/quote] Yeah I guess I misrepresented myself there. I definitely do not want workers building roads.

56 Replies 159,144 Views

[quote who="DexCisco" reply="126" id="3063570"]Here is a suggestion for experience distribution: If you have a high level unit stacked with a bunch of lower level units, the assumption is that the higher level unit does most of the work in winning the battle, whether actively (damage) or passively (leadership bonuses, healing, buffs) So why not distribute the experience based on the total levels of the surviving units, or flatten the distribution a little with a constant.[/quote]</

146 Replies 72,080 Views

[quote who="rillifane" reply="122" id="3063532"] this is not an rpg[/quote] Incorrect. [quote who="rillifane" reply="122" id="3063532"]this is a strategy game[/quote] Correct. [quote who="rillifane" reply="122" id="3063532"]The reason I feel I need to point this out is because while they may both have a couple similar elements they are in fact completely different systems. Perhaps the main difference being that in an rpg it focuses on the few and you can get by

146 Replies 72,080 Views

[quote who="jecjackal" reply="4" id="3063504"]I would prefer they have AI difficulty sliders. One for intelligence, 1 for stats, 1 for econ.[/quote] Fine idea, here.

7 Replies 5,410 Views

[quote who="rillifane" reply="113" id="3063368"] Quoting mqpiffle, reply 111 It is my speculation that the xp gain as it currently stands is not what they intended, and thus they didn't realize that it was broken. EDIT: And, fyi, I don't appreciate the more personal tone your posts are taking. I'm only trying to argue a concept, not criticize you as a person. It is difficult for me to reply to this without being out right off

146 Replies 72,080 Views

[quote who="rillifane" reply="109" id="3063318"]Also as a side note, anything the developers intentionally put into a game is not a bug...[/quote] It is my speculation that the xp gain as it currently stands is not what they intended, and thus they didn't realize that it was broken. EDIT: And, fyi, I don't appreciate the more personal tone your posts are taking. I'm only trying to argue a concept, not criticize you as a person.

146 Replies 72,080 Views

I would say have maintenance cost grow as you build more buildings in a city. So the buildings you build first have relatively low maintenance, and after a few of these the maintenance grow. There needs to be some sort of limiting factor to the choices you can make. Also building upgrades!!

64 Replies 162,119 Views

[quote who="Nehanski" reply="33" id="3063301"]some kind of cap on how much mana can be spent in a single battle,[/quote] I don't know what it is, but anytime anyone mentions capping something, it just makes me crankier than normal. Maybe I just need anger management...

36 Replies 19,334 Views