Galactic_Hunter

Galactic_Hunter

Joined Member # 642688
2 Posts 22 Replies 11,160 Reputation

Agree completely with: *Experience should be shared between the sov, champs and troops involved in the battle. The current system is a bit mad, and tends to support the idea of taking people along for the ride, because they get FREE XP, just by watching. *One hit one kill A significant change to the combat system, but would give even better value to larger units and trained troops. There could still be a damage type that allows area damage, by exception ('s

68 Replies 145,527 Views

1. City building is not fun (can build everything, everywhere) 2. Tactical battles are not fun (no terrain, morale, forts, weapon differentiation, ranges, etc) 3. Leaders and Heroes OP and tech falls far behind, meaning no need to build troops, etc

31 Replies 15,587 Views

Right now, tactical battles are not terribly interesting. They suffer in comparison to older games such as AOW or even HOMM. The following things would greatly improve them: 1. Terrain. There should be some meaningful terrain tiles, which affect movement and combat. Streams, swamps, forests, hills, etc. What is a tactical war-game without terrain? Not to mention the whole 'no forts' issue in sieges. A game that did this quite well was/is Battles of Wesn

0 Replies 1,780 Views

My 2c on city building: I agree with much of the OP and first posters said. City building is incredibly boring right now, and it need not be. I think the key to fixing this are the following ideas: 1. Relating the city to the terrain At the moment, cities are too generic, and the initial placement seems to matter very little. The key factor is closeness to the 'special' resources, iron, horses, shards, etc, but it seems to matter quite little whether yo

64 Replies 162,086 Views

It has been released in the last week out of 1C in Russia. Graphics are excellent, engine is solid (though with a few crashes). The problem with the game I find is that it might have been a nice wargame, but somewhere got turned into a TB Puzzle Game. The game is hard, even on 'Normal', and you have to get everything just right, or there is no point in continuing. To me it epitomizes the problem of Load/Save carried to the extreme (as opposed to Save&Quit). T

3 Replies 27,335 Views

Wintersong, My thoughts exactly about the graphics [e digicons]^_^[/e] The concept seems reasonable enough, except that one hopes for a slightly more interesting combat model than just ATT / DEF / HP. What about the effect of ranged missiles? Shields are MUCH more effective against ranged missiles (from the front) than armor. Experience is important in combat, but not as a target of ranged missiles. The good and the great get hit just as easily by arrows as the

106 Replies 383,385 Views

I have thought about the issue of trade in strategy games over many years. I am sure Brad has already got a bunch of good ideas together. Some ideas: - I hope the fantasy is rooted in reality. Without the 'fantastic elements' such as Mana and so on, there are already a bunch of key and different natural resources that any society must harness. Wood, Stone, Food, Tools, Luxuries, Salt and Spice, Cloth and Textiles, Metals, Mounts, Slaves, Precious Metals / Money and the availab

22 Replies 75,243 Views

The strength of the AI in single player is still the key then, to both single player, and this "either mulitple AI or people" form of multiplayer. Schedule lots of your time for working on improved AI routines [e digicons]:)[/e]

25 Replies 74,560 Views

The graphics are indeed wonderful, thanks for the link. The gameplay is of course the key. How it plays and is balanced we will see. I am still a lot more excited about Elemental, as Brad is the guy who can re-think gameplay to improve the genre. Cheers

7 Replies 23,531 Views

The greater the fraction acceleration is of max speed, the more 'linear' and 'like a warship in the ocean' becomes the simulation. When the fraction is low, it shows off the newtonian notions more clearly, and fleets 'fly by' each other, pop off a few shots, and then turn around for another run. When I increased acceleration, the ships look a lot more controlled. I did some work on scale, and figuring out how big planets and stars would be using your scale. Earth would

26 Replies 88,896 Views

[quote] At any rate, a newer version of the simulator can be found at http://www.mediafire.com/file/jcosfko0ajo/BattleSystemPrototype.zip, which includes more scenarios, a couple bug fixes, and better chase AI for the ships and missiles (linear algebra finally came in handy!)[/quote] I like the new one. [quote]My own inclination is to keep most of the low level tactical considerations (fleet formation, target selection, etc) decided by the ingame AI... possibly with per-c

26 Replies 88,896 Views

[quote who="Marvin Kosh" reply="18" id="1850961"]The problem with a complex simulation with more input from players is that both human and computer players must have a clear understanding of what their input will do to change the battle. [/quote] Actually, I think the player and AI should only have a vague notion of how their parameters will affect the battle. It can only be a 'guess' at some level. If you set missiles to be fired at range 10 instead of range 5, will that mean more ef

26 Replies 88,896 Views

Starstriker, Well done on your simulator. Remarkably, a friend and I developed a very similar thing about 10 years ago! Not that it was as nice as yours of course :-) My dream for the battle system is very similar to yours. Deterministic, but chaotic, and depending on the subtle choices made by the player in entering the battle. To me, the key to gameplay will be aligning the R&D in the game to subtle changes in armor, weaponry, speed, deceleration, etc, whic

26 Replies 88,896 Views