It seems to me the biggest deficiencies in tactical battle right now are 1) the inabilty to initially place your units on the tactical map 2) the fact that you can wait for the AI to come in to melee range to attack on your terms. A unit should be forced to move their full range of motion every turn (like an action point system.) If you stand passively you should be considered flat-footed and gain a severe penalty to your next dodge. If you stand
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[quote] No more mages using 2-handed Axes and wearing Plate.[/quote] I don't see a problem with this, as long as they are not as good in any one area as someone who decided to specialize.
The other positive aspect of the one queue + hurry system currently in place is that is gives another economic outlet for gold in the game. With two queues, you would very rarely need to hurry build anything. [quote who="childofdark" reply="17" id="3063166"] It is much more realistic.[/quote] I don't understand this argument, because this entire game is an abstraction of some barely plausible alternate-dimension-style existence. [quote who="childofdark"
Yes, having OR choices would be a great design decision.
I, for one, never found the dynasty system very engaging. It added zero strategic depth to the game, and was just annoying the way it popped out kids with the name of "Goofelbrod" or "Invetsibloghjoyuryal." I have no interest in seeing this aspect of the game return unless it makes some kind of strategic impact on gameplay.
[quote]+ Regeneration also works in tactical combat (instead of just on the world map).[/quote] I don't get this. Should be two different spells.
[quote who="Martimus" reply="13" id="3063086"]You still need to make choices with multiple queues. I know i never had all my cities producing troops at once, nor did I have them all producing buildings at once in WOM. You couldn't afford to do both, since you only had so many resources. The lack of the option miffs me, and to say that it takes away from the strategy is dumb in my opinion. It is a different type of strategy, but it is a derived game mechanic that do
Forgot this one!! [quote]Overland 'strategic' level buff spells are a terrible, terrible investment of mana. Again, the whole mana system... well, that's another post.[/quote] Agree. Strategic spells should be city/empire/movement etc type spells. BIG spells. Those enchants on single units are worthless.
Now that I actually read the entire post, great ideas, and thank you for clearly outlining some of the glaring issues in the game so far. I'd like to comment specifically on some points in the magic section. [quote]Mana usage in battle per hero is not constrained. AoM, MoM, and other games have done this - simply give heroes a cap on tactical mana that can be spent, adjust spell costs to compensate, and you prevent endless spellcasting of hyper-powered spells from the mid al
[quote who="Heavenfall" reply="3" id="3062996"]@Mtrixis, this is a great post, everything you say I agree with (what I'm saying is I feel the same way when I play). Except the part about shared xp because I didn't understand what you mean.[/quote] To further describe his point (abstractly): Right now if you have one hero that defeats one enemy in battle he gains X xp. If you bring two heroes, they each gain X xp. Same for three, four, or ten. Basically an i
[quote who="StevenAus" reply="97" id="3062684"]I meant, split it evenly or give more/less to those of higher/lower level. For simplicity though, I think it would be best to give each army (multi-unit stacks and champions on the same square each count as one army): Total experience of defeated units --------------------------------------- number of surviving winning troops[/quote] I assume that a unit (hero) needs to gain progressively more xp to gain f
[quote who="rillifane" reply="102" id="3062905"] I have already presented an idea that hinders hero growth rate while at the same time not ruining the flow of the game as sharing xp does. This idea does not reward you for single or dual champions all it does is punish you. Even with the idea of supplimenting with regular units this idea still punishes you because they take a share of the xp as well. Then theres the fact that if something is punishing the player the ai is screwe
Yah, exactly.
Big, fat, hairy "No!" If you're gonna have more than one, might as well have 75.
[quote who="Heavenfall" reply="4" id="3061441"]Making buildings upgrade-o-rama instead of taking their own tiles would certainly fix the sprawl abuse, but I fear it would also bee-line every city. I mean, you'd pretty much lose every interesting choice that is currently in the game for cities. Or is the plan to have mutually exclusive upgrades? Ie barracks can become garrison - extra militia - OR fortress - extra defense for stationed units?[/quote] Of course, the more interesting
[EDIT: Just so it's clear: I'm not yet in the beta. I've read exactly one post where the poster has come to the following conclusion and it was a huge red flag for me. If others could test and confirm (or deny, for that matter) its truth, I would be most appreciative. ] So, I just found out that the xp gained from a battle is not SPLIT, rather all the combatants involved on the winning side GAIN THE SAME AMOUNT OF XP. Does anyone else see the prob
[quote who="Ihfacny" reply="1" id="3062215"] Also the mechanic of giving everyone the full experience bonus also encourages "packing heroes".[/quote] I was thinking tonight about the hero "problem". I was wondering if / how xp was being split among members of a party. This mechanic of not splitting xp is a complete game-breaker. I can't believe SD hasn't figured this out yet. I really can't emphasize that enough.
I wouldn't even use the worker mechanic, instead, like was previously mentioned, have a trade screen where you can setup and manage traded routes for each city.
[quote who="Wizard1200" reply="60" id="3061796"]I think a level cap is better, because it is much easier to balance. [/quote] Level caps are boring and clumsy, period. I'm bored just talking about it.
And, maybe after so many scars (on the 5th one maybe?) the hero gains the 'crippled' defect, and can from then on only carry out administrative functions.
I would say just make the effects of falling in battle scale with the level of the hero.
Not only should all heroes who fall in battle suffer negative consequences, the results should scale with the champions level, as in, a lost eye might be -3 accuracy to a level 3 hero who falls in battle, and -10 accuracy to a lvl 10 champion. Actually it shouldn't be linear like that, it should be more like -12 or more for the level 10. Something that would seriously make a player stop and consider their actions.
[quote who="seanw3" reply="57" id="3061199"]Outpost are the solution to city spam. I don't think making them cost alot is going to help anything. They only bring in a small amount of resources in the first place. The prestige system is meant to stop city growth. After a few cities it becomes nigh impossible to level them. You really need to get some level 5 cities before expanding. That is IMO one of the smartest limits you can have on expansion. [/quote] I&
Maybe they need to make the prestige / maintenance hit huge for building additional cities, so even your second city would be a huge investment. Outposts should be the prime mechanism for gathering resources, though there ought to be negatives from having too many of these as well.
I personally don't care for sliders and would rather build my way to victory.