I think we all wholeheartedly agree that the game should not be entirely "plannable", nor entirely "unplannable". Devils is in the details, as always. I believe there will be a lot of uncertainty in this game: in the World - starting position, monsters, crystals, lairs and so on - in random events, random quests, random heroes, in randomly drawn traits that can pop up differently in each game. Having different opponents playing different styles will also be another source of randomnes
marionesi
[quote who="seanw3" reply="128" id="2996626"]I see it this way: Every city level-up you draw five building cards. Each cards represents a different path to victory. You choose the one that makes the most sense for the way you want to specialize that city. You now have the option to build that structure in that city. As you level up higher you will see better buildings. Certain buildings will only be available next to specific terrain. Others will be faction specifi
The basic message that more queues = faster building rate is wrong. The reason is that your total production rate should stay the same regardless of the number of queues, hence splitting it among many queues will not hurry the whole production at all, but only get you all things later instead of some earlier/ some later. I mean, if we all work on the library and then we all work on the temple we get both done in the same total time as if we were to work on both simultaneously - only i
Personally, I see the whole issue about buildings as trying to avoid having all cities the same. Having each city unique is at the other extreme, but I'd be content with something in the middle. I mean, I'd be happy with the option to have different types of cities: focused on research, on commerce, on producing certain units, on producing settlers to expand my civilization, on producing mana, on supplying food for sustaining my troops, and so on. One idea for such a thing wou
I must say that the idea to be able to build more than one building per type sounds very interesting. Even a small change that allows a city to have only two of one particular building of choice would be giving players the option to specialize cities: do I put 2 temples or 2 libriaries? Actually, another way to accomplish this would be to make sure that even the highest city level has not enough room for all buildings, so that the dilemma now would be: do I put the temple or the library
[quote who="Goontrooper" reply="108" id="2995917"] An element of randomization is great for re-playability and introduces an element of chance, which is good. Total randomization removes strategy and doesn't acknowledge player choice. I think there should be several choices, as currently shown, and there should be build costs. This forces the player to make hard decisions, but those hard decisions will be on things that are recognizing the player's input.[/quote] Agreed. And I
" I can’t go into much detail regarding it other than to say it that it is much more similar to a Civilization/Master of Magic style strategy game versus a Galactic Civilizations/HOMM style strategy game (i.e. every tile of terrain matters i.e. building near rivers or forests or hills and that kind of thing will matter and there are things like unrest and tax rates and that kind of thing)." Gooood. Derek should be even more comfortable with this kind
I think we all agree that having interesting trade-offs is savoury, and we all want them in the game. However, in FE one will have to specialize his sovreign before the game begins, and this may change the picture. Taking Civ iv as an example, you may adapt your strategy depending on whether you have horses rather than iron or copper close to your capital, and it's fun. But imagine for a moment that you can pick a civilization with the "sea power" tr
[quote who="Flamebeard" reply="77" id="2961224"]Didn't read every single comment so maybe this has been brought up but.... While you're thinking about the subject of unit customization, it would really be cool if the clothing slots and the armour slots were distinct. That way if I want to have my sovereign, champions or army units to wear a robe or a vest or something over their regular armour piece I can. This would add a lot ot the ability to make distin
Actually, I just read this interview by Derek (I believe it's July 24th). I think they should be about to start the implementation phase, since most of the raw pieces seem to be there altrady. What do you think? (...) we had a significant design cycle. The high-level design was produced in about a month, meetings were held to go over each aspect, and anyone interested in that aspect was invited to attend and offer ideas. That phase ended with approval fr
[quote who="LightofAbraxas" reply="245" id="2976847"] Quoting Souls-Stream, reply 243 Amen ! I hope they're really listening to the kind of stuff we want to see and that they will come back to us with very good news. I'm such in a hurry to read what they will say in their next news and what they think of our comments and how they will decide to modify the game accordingly. I don't really want news about the game yet, I&#
Some ideas for new spells (level depending on the strength of the effect). a. Acid rain, Tactical, Fire&Water: units in a certain area get x damage and have their armor reduced by % until the end of combat b. Holy Purpose, Strategic, Life: All friendly units are filled with holy purpose: those within your Kingdom borders receive ++ damage and resistence rolls, and those outside your Kingdom borders receive + damage and resistance rolls c.
Edited post to correct some typos... In order to possibly be of some help to developers, I want to try to list things that I'd like to see in the magic system. Feel free to say that you agree or not, that some are more important than others, or to add more stuff. 1) Many more spells. Some additional point: 1a) no big disproportions in number of spells between schools 1b) interesting characterization of each school (on this
In order to possibly be of some help to developers, I want to try to list things that I'd like to see in the magic system. Feel free to say that you agree or not, that some are more important than others, or to add more stuff. 1) Many more spells. Some additional point: 1a) no big disproportions in number of spells between schools 1b) interesting characterization of each school (on this one, I think they are on the right track)
To soul-stream: I agree Magic should be powerful, I just say that focusing on other things should be as interesting an option, otherwise why bother so much creating all this unit-specific traits? But I think we agree on this point To HallowedByMyName: when I said that in MoM you had only magic I did not mean that there were no armies or champions, and I realized I did not make myself clear at all, so my fault! I meant that in MoM there was no research to be do
Let's remember that the game as 5 paths to victory (Armies, Infrastructure, Magic, Diplomacy, Champions), and one fundamental task for developers it to keep them balanced enough. This means that magic cannot be too powerful otherwise nobody will ever focus on armies. I am sure that developers, when coming up with spells, want to keep magic with the right amount of power. As someone wrote, in MoM magic was the only direction to specialize, and therefore magic was very powerful, the option
Sorry to get back to it, but I believe the issue of piling up mana has been misunderstood by someone. The point is not that someone might pay a cost (renounce to using magic) in the beginning for some gain in the late game (have more mana). The point is that one could have a lot of mana in the end without having paid any cost in the early game, simply because he focused on one of the other 4 winning strategies, and let mana pile up. A somewhat connected issue may be that shards a
I read about two problems in this forum, and I thought of two possible solutions. Hope they may help! The problem of random shards at the beginning of the game is a significant problem. Here is what I suggest to solve the issue: make two types of shards, large shards and small shards, with the former type giving more mana and improving spells to a larger extent. Then, allow players to choose 2 small shards they can have close to their capital at the start of the game.
I must say I am mildly disappointed (not by the art, which I liked), possibly because I had very high expectations. Here my comments. The things I liked 1) There are tactical spells, strategic spells, universal spells, city spells, enchantments. This is all very good! – except that World spells are mostly missing L 2) One cannot have both Life and Death magic. This makes sense and adds an interesting spe
" There are things that no Kingdom champion can do, and things that no Empire champion can do" I like this idea. Diversity is important, one should not be allowed to get everything. If you can drain life, you cannot use direct heal - things like this. And I'd love to have some way for monster lairs and champions to interact. Like having a champion riding a dragon, or a drake... I know it may sound a lot classic, but I think having high level c
Unit Abilities: Experienced (here I vote for oera's)- Unit starts at 2nd level Battle Trainer - Increases the crit chance all units in this units army (oera) Faction Abilities: Smithing Heritage - Halves the metal and labor cost of armor and weapons (Nathikal) <p style="paddin
All this sounds very good! One idea: why not allowing cool new units when the right technology is coupled with the right monster lair? Say my faction can produce knights and I find a dragon lair. The new tech "dragon riding" pops up to be researched, to allow one player produce dragon riders ^^ These units would still be limited in number as dragons are, but could create a whole set of unique units for each faction, and each player could have different war strategies in
I am very much in favor of class-specific traits, with dynamic probability involved (somewhat similar to HoMM skills). Having classes for heroes makes a lot of sense - the risk otherwise being to have a lot of heroes with identity crises. I also very much like the idea of prereq, so that starting ability will influence the sort of ability you are likely to gain access to. I hope there will be slow-improving traits whose bonus increases with levels. How about flaws? It'd be nice to hav
About MP in TB games, I personally enjoy a lot playing Civ IV with my friends. An important feature, especially in games where a SP match can easily last one full day or more, is to have simultaneous turns . First, it allows to end a MP match in one day, and second, it makes most of your playing time actually what it should be - I mean, playing. On the contrary, I remember playing Heroes V with friends playing alternate turns - we have rarely en