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October 14th, 2003, 01:46 AM
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Sergeant
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Re: Damage Types: Pierce, Slash, and Crush
Hey DominionsFAN...if I find some plate mail will you wear it while I beat you with a hammer?  I think you could still be fairly effective...especially if you just knock down the person with the plate mail.
But I agree that applied moderately this idea makes some sense...the question is whether Illwinter wants to make a whole lot of unit changes and rebalance the units or if they think time spend working on Dominions 2 improvements is better spent balancing with the current gameplay and adding new features/units/etc.
[ October 14, 2003, 00:46: Message edited by: LordArioch ]
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October 14th, 2003, 02:03 AM
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National Security Advisor
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Re: Damage Types: Pierce, Slash, and Crush
Quote:
Originally posted by Saber Cherry:
quote: Originally posted by DominionsFAN:
This would enchance the gameplay.
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You mean, it would make random chance play a bigger role?
(j/k) Grin, yes, like the enchanced sword which makes any attack ignore all factors and be decided by a coin flip.
PvK
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October 14th, 2003, 09:47 AM
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Major
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Re: Damage Types: Pierce, Slash, and Crush
Quote:
Originally posted by PvK:
quote: Originally posted by Saber Cherry:
quote: Originally posted by DominionsFAN:
This would enchance the gameplay.
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You mean, it would make random chance play a bigger role?
(j/k) Grin, yes, like the enchanced sword which makes any attack ignore all factors and be decided by a coin flip.
PvK If we are talking about this..Illwinter should add various weapons and armors from different materials. Combining it with this system would be awesome.
The game will be lot more tactical than -> lot better gameplay.
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October 14th, 2003, 10:48 AM
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National Security Advisor
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Re: Damage Types: Pierce, Slash, and Crush
I don't think this would be good. I would still be playing Dom2, of course, but I would not like it that much. I thought, at first, that this would be good but now, all these ideas seem to be empty, with no heart in them(sorry Saber) and the cons outweight tthe pros.
Those that are saying yes seem, to me, be saying yes for a system they have sen before, they have liked before, and with which they want to play again. The problem is, Dominions is not, nor will Dominions 2 be, anything like we have seen before.
It is whole, and it is good, as it is. The system that is in game now, while not perfect, suits this game well, and I think the suggested system would not be good for the game.
Even if the new system was not implemented, we would have a game which has very complicated battle system, and weapons and armor that differ alot from each other, as well as many options to use magic to strengthen your warriors in ways too many to write down.
And if this system was implemented, we would have even more things that we would have to take into account when recruiting armies. Even if the scouts of Dom2 can tell you what kind of people inhabit given province, it would be a big mess, and a good guess could give you an upper hand in otherwise even battle. I do not like roulette, but I love Dominions.
What in the latter system makes it better than the first? The fact that it is more complicated? More is more, but more micromanagement is no good. Damage types would make a spear (3,0,0,3) different from an axe(7,-1,-1,1), but they differ alot even with the old system. Aren't they different enough now, when an axe is used if you want to give out more damage, and a spear versus low-morale units. Axe might not hit troops with good defense, so spear might have an upper hand, and axe will also suffer versus spears as they are longer and spearmen have better defence. There are other factors as well, but with these only, with a spear and an axe being the only difference between your units, you have to take opponents' armies' morale, protection, defense, weapons and armor into account. With even more complicated system... *shudder* That would be a nightmare.
This is why I do not like the new system. The old one is complicated enough, and good enough, and new one is not that much better. This is just my opinion, of course. This idea would be very good in some other games, but I don't think it suits Dominions so well.
P.S. I think I should start practising so that I wouldn't write these mammoths all the time.
[EDIT] About mithril and other special metals: What do you think Black steel is? If you want armies with armors and weapons of metals of special quality, stick to Ulm and magic items of earth.
[ October 14, 2003, 09:52: Message edited by: Endoperez ]
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October 14th, 2003, 11:41 AM
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Sergeant
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Re: Damage Types: Pierce, Slash, and Crush
The current system is broad enough:
We have weapons that differ in damage, lenght, attack & defense modifiers, nº of attacks & standard penetration/armour piercing/armour negating atributes, plus various magic effects.
And we have armour & shields that differ in protection, defense modifiers, encumbrance plus assorted magic effects.
The posibilities offered by combining both of the above are huge, and according to my experience in MP those are already hard enough to understand & master for the playerbase, without adding further complication on top.
The system is both complex & ellegant as it stands in Dom I, IMO the developers efforts are better comitted elsewhere.
[ October 14, 2003, 10:42: Message edited by: Wendigo ]
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October 15th, 2003, 01:10 AM
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BANNED USER
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Re: Damage Types: Pierce, Slash, and Crush
Well the Dominions system is nice enough I must admit that too, but this sytem is even better.
Period.
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October 14th, 2003, 02:32 PM
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Major General
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Re: Damage Types: Pierce, Slash, and Crush
I'd concur that Illwinter likely has better things to do than categorize heck-knows HOW many different attack forms there are in the game. And bear in mind that some attack forms might fall into multiple types depending on use... ugh.
More complexity does not necessarily equal better, but it guarantees a heck of a lot more work.
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