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Re: The Dominions 3: \"Wishlist\"
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I would like to also see some more variety in weapons, like anti-airshield missiles (a 10 Anti-Airshield missile weapon would reduce the airshield effect by 10), weapons that have serious bonuses against riders (Guisarmes, Pikes) or some specific type of creatures. If damage types don't get in then it would be nice to see more armor piercing weapons like the Longbows, Rondels or Mauls. It would be nice if weapons could have the damage types and perhaps even going so far that you could define if the weapon always does mixed damage or if it does damage type x for x% of the time and the other type for x% of time (An Axe could be 70% Slash and 30% Crush and a Spetum could do Pierce 75% of time and Slash 25% of the time), perhaps even separate damage values for the diffrent attack types like 6 piercing and 2 slashing for the Spetum... And how about diffrent versions of weapons going by the Eras? In the early era Halberds wouldn't differ all that much from big axes but in later eras they would have the spear-head (piercing damage) and the hook (bonus against riders). There could also be weapons that would disappear or appear by the eras: Spetums, Partisans, Copper and Stone weapons in the early era while the later era could have things like Ahlspiess or Brandistocks. Repeling could be improved too and it could use the various modifiers of the weapon like Poisoned or Magical in the attack. Some weapons like Pikes could have a repel bonus. Also, didn't pikeneers often historically carry short swords with them because the pike was next to useless in close combat? Perhaps making pikes and some similar weapons an infantry version of lances? |
Re: The Dominions 3: \"Wishlist\"
"putting all stats in the form of low integer numbers has numerous drawbacks. To make a helmet with better protection than 1, you have to have protection 2... which is twice as good! Thus, there are only 3 standard helmet types: none, normal, and super-heavy."
I consider this a feature, not a bug. |
Re: The Dominions 3: \"Wishlist\"
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Re: The Dominions 3: \"Wishlist\"
I say NO to decimal combat stats and damage types. Going percentage-crazy and introducing explicit scissors-stone-paper arrangements does not make a game more strategic or accurate, it just makes it more random and fiddly.
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Re: The Dominions 3: \"Wishlist\"
Yeah, making diffrences other than whether piece of equipment is life draining or not matter and thus getting comments like "Dominions III has the most detailed combat system fantasy game has ever had" from reviewers, making some not-so-used units used and creating a counterweight against magic-strong nations with not very varying troops has always been a bad thing. http://img.photobucket.com/albums/v50/Nerfix/ja.gif
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Re: The Dominions 3: \"Wishlist\"
I'd like to have a way to grab all the "will heal" wounded or "permanently crippled" units and move them as a group to another line on the troop screen. I hate picking through all those troops and trying to figure who's worth saving.
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Re: The Dominions 3: \"Wishlist\"
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Re: The Dominions 3: \"Wishlist\"
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An adequate "counterweight" would, IMHO, be increased number of troop-enchancing spells. AoE Iron Will would help Ulm against magic. Currently, I can only think of Legions of Steel, Strength of Giants, Weapons of Sharpness and Astral/Nature spell granting luck, etherealness, magic resistance, regeneration and more protection+fire suspectibility. Fire spell with AoE 3 Range 10 that gives weak Flaming Weapons (4 ap Fire) would help against anything Ethereal, reinvigoration from Earth (Earth Power) or Nature/Earth combination (Strength of Gaia) with AoE would help living units against undead and construcs, etc. Some, like that reinvigoration, would also help mages to decimate units more quickly, but these exceptions are not balanced, just ideas. |
Re: The Dominions 3: \"Wishlist\"
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Re: The Dominions 3: \"Wishlist\"
Just for the record, I support making weapons more unique; just not with decimalisation or damage types.
As far as Ulm goes, I'd rather they had a range of different strategies up their sleeve for fighting magically powerful nations, rather than a single counterweight. |
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