Kinda like the Great Person mechanic in Civ IV / Civ V.
mqpiffle
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.
[quote who="Heavenfall" reply="7" id="3064497"]I don't have a better phrase, fuck you)[/quote] I'm currently taking this personally.
I like this. I will add more thoughts after I get to play through the game, but I like the concept of differing types of outposts.
[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
This is already on the things to do list as far as we know.
When the time comes for modding some XML, you can call on me if you need the manpower.
Leveling their toons in SWTOR is my guess.
I would personally vote for one tree with three separate main branches.
That looks...like it needs to be fixed...
That's what these forums are all about. And, Frogboy just confirmed that everyone that purchased the game prior to Nov 1, 2010 will be in the beta on Thursday! Woo-hoo!
[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.
Holy Joan Rivers!!!
[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]</
And I thought I was being rather nice... [e digicons]O:)[/e]
[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
[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.
[e digicons]k1[/e]
[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
Great work HF. +1.
[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.
They probably just "officially" announced it. Long time board creeps have been aware of it for about a year now.
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!!
[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...
Well, the AI is definitely still in its infancy, and there is a huge issue with gaining xp right now. Many things to be worked on at this stage of the game.