Its not that easy. All of your target data is going to be at least 2 seconds old, maybe more. A computer can line up shots with ease but that assumes that the target isn't actively dodging. If the ISS in orbit around earth right now never changes its orbit, then you could reliably hit it with rocks thrown from MARS and you wouldn't even need a supercomputer. In a realistic fight your target is going to make it as hard as he possibly can for you to shoot him. At the same time he can sh
Tamren
I was thinking more along the lines of the water turning acidic and eating your boats out from under you. The sea is neat because it is divided into distinct zones. There is the surface and the sky above it is one part. The shore wherever it touches land. And the sea depths and floor which are more or less out of reach, to us anyway. In order to travel on the sea its likely that us as channelers would at the very least have to use our magic to keep the wind manageable. Boats dictate a
Water breathing troops are about as expensive as troops with flaming swords. There is a magical investment involved but we can't quantify that just yet because we don't know how the system works. As to travel, the devs have made it pretty clear that the gameworld is "dead". Magic is what made it liveable and much of the magic is sealed up where it can't do any good. If the land cannot support life then I would imagine that boats would have a crappy time at sea.
[quote who="SilentStryder" reply="16" id="1931865"]I would like to be able to customize how my unit looked without stats if the item I wanted to use to make my unit look cool didn't come with a bonus.[/quote] Wait what? Can you explain exactly what you mean? So if you wanted to give your units +1 axes but could only make +1 swords, you could make them look like they were armed with swords but with the stats of +1 axes? Sorry its just your wording is a bit confusing. Pers
Water is also an engine for warfare. A seaside city will have a much harder time controlling its aquatic borders than it will those on land. Medieval tech does not allow for submarines but remember that magic is involved. Imagine a whole army of water breathing troops marching right up to your door. Its not as if you can rain arrows upon them. Heaven help you if your city is based on canals...
Neat ideas guys! I don't have anything to add that hasn't already been covered. I think we should go over the list and be a bit more specific so im going to start a new thread to cover the exact mechanics. Now we can never have enough ideas so keep em coming. I like to refer to other posts.
Something I'd like to know as well is how linear technological progression will be. In some games like Civ4 technology is a tree. You discover the alphabet, then you discover paper and writing, this gives you the ability to make libraries etc. Innovation in the real world only happens when there is a need and when thinking minds have time to ponder that need. If the need doesn't exist then no one will think of filling it. If the idea is there but the materials needed to create it are
Didn't you read the rest of what I said? See "THE spear" is a sharp object mounted on on the end of a pole that allows you to poke things farther than your arm and the sharp object alone could reach. This means that the spear has to be quite long relative to you. A spear that is as tall or shorter than you is not long enough to give you any advantage in reach over other weapons. A stabbing sword (like the gladius for example) thrust at an enemy will extend the reach of your hand about
Not just medieval battles mind you. The ancient Greek phalanx is the pinnacle of discipline. Not only does your formation become vulnerable if its not perfect and indeed is inherently vulnerable, the concept as a whole simply falls apart if discipline is not perfect among its soldiers. You make a very good point in that most conflicts are not fought to the death. In games like Master of Magic all of your units are loyal to the last and combat only ends when the enemy is dead. Which ma
It does matter. In short the chinese spears you are referring to are often made of bamboo. Give the same martial arts master a european pike meant for killing horses and ask him to pull off the same moves, it just won't work. The design of the spear and the materials it is made of are what determines the range of movements you can do with it. The european version and certainly the sharp stone tied to a stick version are MUCH different from the one used in traditional martial art
[quote who="Tiavals" reply="3" id="1930834"]Have you perhaps played King of Dragonpass? It is remarkably similiar to what you have described..... What I envision is a fantasy world that is already developed, unlike Civilization 4 where you start from the neolithic age, here there already exists a multitude of kingdoms that have existed for as long as a thousand years, for example. .... [/quote] Never played Kings of Dragonpass no. The key to the system is the scalability. We don't kno
Sweet! This is exactly what I was hoping for.
1-2: Effects of scale on warfare Some things in warfare remain constant. A spearman is a guy with a pointy stick that pokes holes into his enemy until that enemy is dead. This basic plan of attack never changes so long as the spear is his weapon of choice. However the numbers in which his kind is deployed and the quality and design of his equipment greatly affect how the spearman performs on the battlefield. Lets start from the very beginning. Assuming we begin the gam
Edit: Did some spellchecking and moved some stuff around. --- Right now we don't know much about what the developers are planning but we do have enough info to get the gist of it. Basically there was a world once, a sandbox if you will. There were a bunch of gods who acted like children and set the sandbox on FIRE. A long time later us ants poked our heads out of the sand and a few smart individuals discovered that they could use the tools the gods left behind to shape the lan
Edit: Eep thats a bit big, let me do some editing... Whenever I play games I always have this little voice in the back of my head telling me how things could be improved. Every now and then a game comes out and I feel inspired to contribute. I should warn you though that the last time I did this in earnest I created a monster which you can find here: http://www.warhammerallia
[quote who="Therlun" reply="5" id="1929546"]MoM was a great game no doubt, but the fantasy setting was pretty generic. What made MoM great was successful design of game mechanics and pacing... something that has little to do with a license.[/quote] Id say its success was a combination of everything, setting included. Sometimes generic is comforting. Our elves have pointy ears, okay thats great. If you try too hard to change that formula you run into Our Elves Are Better Than Your Elve
Indeed. I once had to explain to someone why thier space combat system didn't work. The gist of it was that combat takes place at a maximum range of one light-second. (300000km ish). It takes 1 second for light to travel between you and an enemy target at that range. So when you see a target you are actually seeing it where it was 1 second earlier. A laser weapon will take one second to reach the target, so there is a two second gap between when you fire the laser at an enemy based on where t
Thats a shame. Im beginning to feel that all of these old classics are never going to get thier due from the new generations of gamers.
Elemental is Master of Magic's successor in spirit if not in name. I had high hopes for a sequal, I was even inspired to write many pages of ideas, most of which were IP dependant unfortunatly. But now, any hope for MOM 2 has to be tossed out the window, at least for now. Does anyone know why the negotiations didn't work out? I heard about it from many sources but none of them matched each other so I don't know what to believe.
That is very easy to explain: Plot Armour. We wan't pretty explosion in our sci fi tv shows so when some fireworks are needed then the most convenient ship goes kaboom. The reason carriers are not nearly as powerful as thier naval counterparts is a combination of two main factors. 1. Naval ships sink. Poking a hole into a naval ship is pretty easy with modern technology. One bomber could easily sink many carriers and carriers carry many bombers. Once a ship sinks below the wat
Stardock really has things going in the right direction. What we need is games that do not ship or install with DRM in them. The key to the system is that if you want patches that add content to the game, install expansions to it, or access any multiplayer component, then you need to buy a copy and register it to your identity. Patches that affect stability would be free to use for everyone and would be discontinued after the game is considered "stable" because people who pirate your
If you like games of this sort then you might want to check out the X franchise. The current iteration is X3-Terran Conflict. However the developers do warn people that its not for everyone. The only way I can describe the gameplay is singleplayer EVE online.
Hey guess what. Stardock warned you that Age of Booty had SecuROM included. Doesn't that make you happy? Consider that neither the Age of Booty website or Direct2Drive mention the copy protection. What that means is that the people who run the Impulse service refuse to sell you a game that s omeone else made under false pretenses by lying to you about what is i ncluded in the software . Unlike ev