Duncanish
April 5th, 2004, 04:40 AM
I love this game too much. Honestly, there should be a disclaimer in the manual. "Warning: May cause loss of sleep, obsessive behavior, and megalomania." Anyways, I had two suggestions that would basically get rid of every complaint I have with this game.
1. Making Heroic bonuses more or less match what the unit was designed to do. I hate seeing one of my mages going into the Hall of Fame and gaining...Heroic Strength. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif Mages should get magic related bonuses, melee commanders bonuses to strength, toughness, hit points, or whatever. I know not every commander has an easy to define role, but still, it would be nice to see.
2. Being able to give a magic user a set 'behavior.' Rather than casting a hodge-podge of whatever they feel like casting (or whatever's scripted), they would cast spells based on what behavior they had set. I can think of four off the top of my head. Summoner mode: casting battlefield summons and spells that change the field, like Storms and the like. Evoker mode: casts nothing but direct damage spells along the lines of Fireball, Nether darts, Orb Lightning, etc. Enchanter mode: focus on buffing your units with exra Protection, Luck, Precision, or whatever. And finally, Dispel mode: opposite of Enchanter; tries to weaken the opposition.
Thoughts? Comments? All forms of criticism are welcome. In short; Flame on!
1. Making Heroic bonuses more or less match what the unit was designed to do. I hate seeing one of my mages going into the Hall of Fame and gaining...Heroic Strength. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif Mages should get magic related bonuses, melee commanders bonuses to strength, toughness, hit points, or whatever. I know not every commander has an easy to define role, but still, it would be nice to see.
2. Being able to give a magic user a set 'behavior.' Rather than casting a hodge-podge of whatever they feel like casting (or whatever's scripted), they would cast spells based on what behavior they had set. I can think of four off the top of my head. Summoner mode: casting battlefield summons and spells that change the field, like Storms and the like. Evoker mode: casts nothing but direct damage spells along the lines of Fireball, Nether darts, Orb Lightning, etc. Enchanter mode: focus on buffing your units with exra Protection, Luck, Precision, or whatever. And finally, Dispel mode: opposite of Enchanter; tries to weaken the opposition.
Thoughts? Comments? All forms of criticism are welcome. In short; Flame on!