[quote who="Ron Lugge" reply="21" id="1940519"]I dont' know what twisted laws you live under, but defending yourself -- or another -- from imminent harm (i. e. getting stabbed) pretty much negates any chance of it being called murder. Homicide, yes, but while all murders are homicides, not all homicides are murders.[/quote] Yes well, not all of us a defence attorneys, its just an example. Anyway maybe I should have explained better. In the example above the swordsman popping out
Tamren
Awesome! [e digicons]:rofl:[/e]
[quote who="ImperialDane" reply="18" id="1940357"]Now that sounds weak actually, you are still sucking out the souls of some living creature and sending it into oblivion, not exactly a good thing, no matter the circumstances[/quote] Imagine if some guy was walking down the street with his wife. Suddenly a magic portal opens and a some guy with a sword pops out and tries to stab her. He pulls out a gun and shoots the swordsman in the face. By the word of law he is now guilty of murder.
How about sucking the souls out of the enemy to preserve the lives of your own soldiers and townsfolk? Only on paper can ethics be divided into black and white. If your enemy raises a titanic army of demons and undead in order to protect his people. Can he be truly labeled as evil if he only did so because you have been trying to kill him and his people by conjuring "good" things and sieging him with unicorns and angels?
The key with scaling though is that you don't have to let the amount of numbers overwhelm you. Bigger fights don't mean more numbers, just bigger numbers. All you need to do is pick out the most relevant and condense them together into more simple scores. These scores can then be used in your calculations. Each little bit of data in the background is still being updated and tracked, but the amount of calculations being done at any given moment is reduced. You saw a bit of this in action durin
Have you guys ever played DotA? Its basically two teams of heroes who fight against each other and against regular spawns of npc monsters. There is a variant where all the players are on the same team and they fight constant ways of monsters while defending thier base. The objective is for heroes to level up and push the enemy back until they can destroy the spawning buildings for those waves and attack the main boss. If there was a multiplayer version of this in elemental that would
I still prefer elementsofanotherage.com If you look closely and leave out the Os, you can also read it as "elements fan the rage" which I find hilarious. One key element of any game is the player. And this game it could be argued is the dawn to a new age of awesome.
Magic is just a tool. The user is who decides what to do with it, so only the user can be good or evil and that will affect what he does with his magic.
Ikes man, learn to cull your quotes! Critical survival skill in any forum. [e digicons]o_O[/e] Some good points there. No matter what we do, if it involves a computer game then it will invariably boil down to dice rolling in the background. Numbers pitted against other nmbers with and against dice which represents the random factor. The random factor is what drives the system, without it then your system would not be chaotic and thus, not interesting. Every fighter, no matter how ski
So basically you want to configure the game scenario into a titanic world spanning game of tower defense? Cause that would be AWESOME !
Armour actually should be seperate on the list of training. Armour is something that a soldier deals with every day so his skill with managing it would actually grow from the start and keep growing. Whenever there is a shift in equipment there should be a short breaking in period to adjust to the new stuff. So if your troops new how to use swords and they looted some bigger better heavier swords then they would need a couple days to adjust.
Knowledge once gained is not lost, but it can become rusty. Its possible to live so long that you forget something entirely, but such a long life isn't likely in a medieval setting, certainly not for a soldier. So if I train all my troops in physical fitness and a variety of weapons. They will be able to pick up any of those weapons and form a cohesive fighting unit. Now of course they would never get to be as good as a unit who specializes in one type of weapon over all else but that
Thats a great idea. Military forts that are "alive". In times of danger the civilian population would swell. If you wanted to found a city then you could do so with a significant head start.
[quote who="Skie" reply="11" id="1939377"]There are some great ideas in this thread. I especially love the idea of visual queues that provide understandable feedback about the units.[/quote] You may have noticed that I haven't yet mentioned either morale or hitpoints. The truth is I never had the need to. This mock battle is very "personal" and at no point did the battle involve more than 100 entities. Because of this we can spend a lot more computer time on little details like
Its possible to crosstrain troops into different weapons. The problem is the skills and experience for using one weapon will atrophy if not constantly excercised. It would make a lot more sense if we could train all of our recruited soldiers a bit in many different weapons, then pick the ones that excel and form them into specialized units. Plus it would allow us to differenciate between different weapons in terms of how hard they are to learn. A crossbow is very easy to use, a longbo
Neither Life nor Death are inherently evil. Death is simply the absense of life. Not un-life.
Given that you are alive at the start the game you have been born to parents to live in one of the few scattered pockets of liveable space remaining in the world. This means that you start with a tribe. But it IS possible that you could get kicked out and have to find another. Being a channeler you can keep the ground you walk on liveable so only and any followers would be able to travel to another liveable pocket. While it would be incredibly difficult, it IS a kickass way to s
[quote who="keithLamothe" reply="6" id="1938764"]A good thing to do at some point is resolve your desired mechanics into appropriately simplified models and then the individual pieces into more concretely terms of xml/c++ psuedocode. Not really for the devs to copy and paste, but it's much easier to guess if an idea is feasible if you can write the algorithm.[/quote] Thats a great idea. But as much as I wish it were so I don't get paid to do this so the amount of time I can spen
Units created/summoned by magic should be sustained by that magic. So you could summon some lions and they wouldn't need to eat. But you could also feed those lions and heal them to spend less mana on upkeep...
Its not that complicated, its just like making new units. I want spears for 200 soldier, do I have any in stock? nope, so I have to cart them in from the next town over. The time it will take for the soldiers to recieve new spears and put the old swords into storage can be measured in turns. If the army is on the move then it will take longer for the new spears to arrive and so on.
Units should have an inventory character doll just like most RPGs. The difference is though that putting a spear into the weapon slot means 200 men will be armed with spears.
Logistics in the field would actually let us loot stuff with easy. Every army away from home will need regular shipments of food and other supplies. In this case that means full carts arriving and empty carts leaving. After every fight some portion of the enemy equipment will be salvageable. On the same note, part of your armies equipment will have been broken, which requires replacement. So you could do multiple things after every battle, some examples: Gather up the j
Thats great! But its still in question whether or not I agree with myself. How far would you guys take this concept? There has to be a limit to what gets tracked after a battle. If there are 200 swords left on the ground they can't stay there forever. Either they will rust away or local people will gather them up and either use or sell them. Its probably not possible to keep track of every single battle site indefinitely. That said the bigger the battle is the longer its detri
That would literally scare off prospective readers 4 times harder. And the first post is also the title page that gets displayed no matter which page of the thread you are reading. You are of course right that its getting a bit large. As usual. In the past I tried making "part 2" threads but they never seemed to work as well. The tale grew in the telling and now the tale needs new pants. Any ideas? [e digicons]:S[/e] Then again we have already finished talking about how damage
gamersinourelement.com There you go.