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Two ideas from a n00b
I love this game too much. Honestly, there should be a disclaimer in the manual. "Warning: May cause loss of sleep, obsessive behavior, and megalomania." Anyways, I had two suggestions that would basically get rid of every complaint I have with this game.
1. Making Heroic bonuses more or less match what the unit was designed to do. I hate seeing one of my mages going into the Hall of Fame and gaining...Heroic Strength. http://forum.shrapnelgames.com/image...s/rolleyes.gif Mages should get magic related bonuses, melee commanders bonuses to strength, toughness, hit points, or whatever. I know not every commander has an easy to define role, but still, it would be nice to see. 2. Being able to give a magic user a set 'behavior.' Rather than casting a hodge-podge of whatever they feel like casting (or whatever's scripted), they would cast spells based on what behavior they had set. I can think of four off the top of my head. Summoner mode: casting battlefield summons and spells that change the field, like Storms and the like. Evoker mode: casts nothing but direct damage spells along the lines of Fireball, Nether darts, Orb Lightning, etc. Enchanter mode: focus on buffing your units with exra Protection, Luck, Precision, or whatever. And finally, Dispel mode: opposite of Enchanter; tries to weaken the opposition. Thoughts? Comments? All forms of criticism are welcome. In short; Flame on! |
Re: Two ideas from a n00b
I hate it too, a mage with herois strength, arrgh. Once i got 3 abysiian mages with precision as their hall of fame skill, they slaughtered ih the home and garden. It would be good mages would have bigger percentage getting magic related ability than fighting related, and vice versa.
Magic behaviour is not needed in my opinion, now it's more precious nad maybe little bit harder to script the exact spells. Maybe Dom III could have behaviours http://forum.shrapnelgames.com/images/icons/icon10.gif Of course it could be ease way to script your mages without having to read every spell. |
Re: Two ideas from a n00b
Abysian Mages with Heroic strength and Eye of Aiming make very good Users of ... Lightning Bows ! http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Two ideas from a n00b
Heh, maybe if that Abysian mage got Heroic Precision he would actually be able to hit something. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Two ideas from a n00b
I rather like the sometimes-mismatched heroic abilites. It adds variety and unpredictability. I like that players can't count on people getting heroic abilities that match their trade, and that sometimes you get interesting hybrid characters that way. It makes for more interesting and diverse personalities. In my current game, I have a heroic independent priest who has got heroic attack skill, so I am evolving him into a hybrid priest/warrior who carries the food items, and still banishes undead, but will smack anyone who tries to raid the rear areas upside the head with his summer sword! Fun and interesting.
I do think that it would be nice to have some more control over spell use, though I'm not sure what the best approach would be. I kind of like the "do not cast these spells" list suggestion. As has been pointed out on other threads, though, the more micro-management that players can do, the harder it will become for the AI to compete with humans, and some more wicked strategies may emerge. PvK |
Re: Two ideas from a n00b
THe absolute worst is when your assassin gets the valor heroic ability. I mean come on all it does for him is give him a morale boost that he doesn't need because he can't retreat from assassination atempts anyway.
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Re: Two ideas from a n00b
THe absolute worst is when your assassin gets the valor heroic ability. I mean come on all it does for him is give him a morale boost that he doesn't need because he can't retreat from assassination atempts anyway.
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