View Full Version : Suggested Game Improvements ~vote~
November 1st, 2003, 04:50 PM
Here are some suggested game improvements which would really add depth and character value to the game.
Pick your top 3 Favorites... personally I feel they should all be added to improve the game.
[ November 01, 2003, 14:50: Message edited by: NTJedi ]
November 1st, 2003, 04:58 PM
It doesnt seem to let you pick zero choices.
All of these seem interesting but to discuss but are you asking if we want Illwinter to work on these NOW? Or sometime way in the future? If its way in the future then it doesnt need a vote, just discussion IMHO
November 1st, 2003, 05:03 PM
These are all suggestions that should be worked on now... if not sooner. http://forum.shrapnelgames.com/images/icons/icon10.gif
Some of these could be added quickly... others may take months of progamming before seeing a patch. I believe all would make the game better.
November 1st, 2003, 06:20 PM
You could have all the gods you want allready, you just have to manually do it. It worked in Dom1 at least and I see no reason it wouldn't in two...
Also later in the game you can use wish, and gift of reason to start pumping out your own minigods.
November 1st, 2003, 07:25 PM
I think that there are a lot of other items to be looked at befre these.
Other than the one AI suggestion (AI personalities) I would rather see Illwinter work on what THEY think is most important.
November 1st, 2003, 07:29 PM
The only one suggestion that isn't a significant change to the gameplay (and one geared toward making the game more "RPGish") is the one about battle details, which I picked. The others, IMHO, don't have much to do here; they would turn DomII away from its strategy focus.
November 1st, 2003, 07:42 PM
One of these suggestions is partially already in the game. A spell (or perhaps a few spells) allows you to promote a regular unit into a Commander. (Gift of Reason, level 4 Thaumaturgy, needs 4 in Nature)
I would be reluctant to call some of the other changes "improvements", as they could lead to many problems on their own. (I am especially thinking of the several Gods suggestion among others)
November 4th, 2003, 09:35 AM
perhaps the developers could give feedback on what features appear to be good ideas for future patches... or expansions.
[ November 04, 2003, 07:36: Message edited by: NTJedi ]
November 4th, 2003, 10:03 AM
Originally posted by PhilD:
... The others, IMHO, don't have much to do here; they would turn DomII away from its strategy focus. <font size="2" face="sans-serif, arial, verdana">I second this.
Most suggestions would turn DOM into a completly different game.
November 4th, 2003, 08:49 PM
True for some, and others if not balanced well, though others are good general suggestions (e.g. more casualty detail available).
The "quest" idea could work if the reward were unlikely to exceed the effort (a bit like the current arena event - just a different twist).
The "Blazing Commander" seems a bit excessive and the mechanic to not quite make sense, though the general idea of a commander well-buffed for one battle, after which he dies, would be no less interesting nor more powerful than many high-level armor-blitzing spells, if balanced with them in mind. I kind of like the idea - if balanced well and with a mechanic more refined than "double all stats" (which I assume was just an example). The general suggestion was just "add more spells", which I imagine Illwinter will continue to do anyway, if and when they have an idea they like, and which is worth programming the effects and AI decisions about when to use them or not. I can already imagine complaints about the "dumb" AI killing its (or their) own commanders with this spell, when to them it seemed obvious they'd win the battle easily, etc.
Occasional attacks from independents might be interesting... though this actually already happens, in the form of independent "uprisings". Just add an event that calls an "uprising" an attack, and perhaps uses the troop type of a nearby independent province, and you've just (fairly easily) added some interesting color without changing the way the game balance works.
Hmm - back to work.
November 4th, 2003, 09:01 PM
I would like to see indep attacks. At least from Barbarians. http://forum.shrapnelgames.com/images/icons/icon7.gif
And of course more magic sites!
November 4th, 2003, 09:33 PM
I think it would be interesting if independant provinces could regulate themselves - for example, applying their income to raising defense or purchasing units. So if you assassinated all the commanders in an indy province, then it would buy new commanders or have local defense commanders, so they would not auto-rout. And if you attack an indy and kill half their troops, you need to follow up quickly, because eventually their troops will be replaced.
Ultimately, I think it would be interesting if a strong indy attacked a neighboring nation that neglected its defense. Not invariably, but there should be a small risk of it... it's not realistic to leave a 200-strong knight-and-longbow province in the middle of your empire, and never fear it. Historically, empires have fallen from neglecting their barbarian neighbors... http://forum.shrapnelgames.com/images/icons/icon7.gif
November 5th, 2003, 12:18 AM
Maybe it would be best optional, but yeah, it would be interesting to have some "independents" trying to rid the world (or their local neighborhood) of these powermongering wizards and freaks. http://forum.shrapnelgames.com/images/icons/icon12.gif
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