Re: Forge
Edi, I'm not taking your reactions personally, I'm just trying to point out that they may have a detrimental effect on the confidence of people in general with new ideas-especially people new to this forum, as in people who have just bought Dom3 in the last 3 months, aka new customers (something we should be taking into consideration for the future of Dominions, even if Kristoffer and Johan aren't in it so much for the money)-without actually contributing anything really all that constructive.
You are blowing this thing out of proportion, a great deal more than Endoperez or even myself, because you've obviously invested quite a bit of time and emotion into expressing why what I consider a fairly simple, modifiable idea (as in I don't care if it's a "great" idea or if someone wants to use it to base another idea on it, as per Uh-Nu-Buh's mod) would basically "rewrite the whole game". Tell me that's not blowing things out of proportion.
Why need more things? well, why do we need the around 2000 units that we have? why do we need Dom3 to be as complex a game as it is? why does anyone bother making mods? because greater complexity serves the appeal of the game, by defining individual choices and strategies. Might as well ask "why do we need television when we've already got radio?" answer: because of the possibilities.
As far as "kitting out units" there's no reason it couldn't be done exactly the same as temple units currently are, just by adding more units (units that happen to look like and act like for instance a Niefel giant armed with a mace instead of an axe), and that doesn't mean adding them a thousand at a time. This once again can be done slowly and carefully, and you can eliminate each and every independent and summoned creature, leaving you with maybe 150-200 total eventual new units. No "dynamic unit design" necessary. You simply allow or disallow the new unit depending on whether or not a Forge is present in the process, exactly the same as is done with Temple or Lab units. You wouldn't be building a unit up from the ground by putting the head of a jotun on the body of a hoburg, for example, just possibly having more options of units to purchase, depending on what your nation can specialty manufacture.
By the way, I "handwaved" you because I felt that brushing you off with simplistic answers was more courteous than simply ignoring your post, which was another valid option, but now that you're being a little more polite, I'm taking the trouble to answer your questions a bit more seriously-good manners are appreciated.
Suspension of disbelief is fine, but notice that we don't suspend our disbelief to the point where there aren't any oceans in Dom3 for example. The more realistic (I'm not saying real, I'm saying realistic) a game can be made-often enough, atleast if it's done well-the better a game will be, because our suspension of disbelief comes easier and is more complete, adding to our game-immersion. Having an additional structure which adds a technological dimension to the game apart from magic and faith, could make the game stronger and more complete, and appeal more to games who both want a more in-depth strategic game and more choices.
I don't know why you see this as such a radical change. None of the basic idea I'm proposing hasn't been done already in the game. Uh-Nu-Buh's already partially implementing it in a mod. I'd be happy if it did show up in Dom4, but it's not remaking the whole game.
I'm willing to take some blame for confusion or hostility because of my enthusiasm for my own ideas, which may cause me to ignore some pertinent information at times, and also because of the lengths of my writings and any difficulty others have understanding me through the dubious medium writing (but what else do we have?), but I refuse to take complete blame. This is a good game, but it needs to continue to grow in SOME direction or like anything else it will eventually die of old age and obsolescence.
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You've sailed off the edge of the map--here there be badgers!
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