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March 31st, 2007, 02:53 AM
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Major
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Join Date: Sep 2005
Posts: 1,007
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Thanked 2 Times in 2 Posts
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Re: 2 Things this game desperately needs
it would be fun if you could designate a commander and his troops as mercs, and sell them on the free market.
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March 31st, 2007, 04:04 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: 2 Things this game desperately needs
1. Ability to autoroute or vector armies.
2. Disband button.
These would be my current top 2 most needed features. There are many other refinements that could be made, but these two really feel like they're missing when you compare Dom3 with other strat games.
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March 31st, 2007, 06:41 AM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
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Re: 2 Things this game desperately needs
I'll say:
1. Disband button.
2. Multiple monthly site-searching rituals of the same type.
Fortunately, #2 looks like it will be in the next patch.  That may be biasing my judgment but I'm really looking forward to it.
-Max
__________________
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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March 31st, 2007, 07:50 AM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 477
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Re: 2 Things this game desperately needs
1. Disband button.
2. Hold and fire command.
3. A message reminding you to pay mercs.
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March 31st, 2007, 07:54 AM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
Posts: 420
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Re: 2 Things this game desperately needs
Disband - only at a cost of increasing unrest in that province. You know, annoyed soldiers set loose...
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Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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March 31st, 2007, 08:13 AM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 477
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Re: 2 Things this game desperately needs
Why on earth punish the player like that?
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March 31st, 2007, 08:50 AM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: 2 Things this game desperately needs
You guys are way to modest with your wishes. The trick is to make a lot of noise for outrageous things and the developers will consider handing you a few reasonable alterations.
So in order to help the disbandment crowd...
1. Expanded importance of the battlefield. Bonuses and weaknesses dependent on terrain. Range and precision modifications depending on high ground/low ground placement. Battlefield appearance in random. Add Strategy ability (ranging in value +0 to +100) to units that improves the chance for an optimum battlefield. What is "optimum" depends on the composition of your troops (dry flat ground for mostly cavalry, hill for mostly archers, obstacle heavy forest for mostly forestsurvivors, nighttime for most nightvision/undead. Attacker and defender each roll a dice. The lower value is subtracted from the higher value. The side that scored the best value gets to "choose" the battlefield.
2. Fortify order that gives the defender an edge on the battlefield (+50 Strategy). Defenders also get some defensive "buildings", like trenches and ramparts, creating chokepoints and cover.
3. Way better castles. Missile units on castle walls (with 20-50% cover), melee units at castle gate (40-80% cover), mages at castle towers (serious range improvement because of high elevation + 80% cover).
4. Autobuild+Move to province vectoring.
5. Option to disable recruitable independent units at map creation.
6. "Global" events (optional at map creation) to put a bit more random into the singleplayer experience.
There ya go. Proper wishnagging that is.
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March 31st, 2007, 05:02 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Re: 2 Things this game desperately needs
Quote:
Sandman said:
Why on earth punish the player like that?
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It's not punishment. It's the logical consequence of your actions.
If you try to break into my place by punching your fist through the glass door and cut yourself, that's a direct consequence, not punishment. My following the trail of blood and beating you with a metal staff would be an example of punishment.
If you tell soldiers that you're suddenly going to stop paying them, during a war, when they're likely far from home, and the now-unemployed band happens to be fairly strong compared to anybody else in the local area -- they aren't necessarily just going to fade away. Hence, the unrest boost. This should be higher if the unrest is already significant and there isn't a remaining garrison that can compare to the newly unemployed.
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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March 31st, 2007, 05:05 AM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
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Re: 2 Things this game desperately needs
Quote:
Wish said:
it would be fun if you could designate a commander and his troops as mercs, and sell them on the free market.
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If the mercenary system were redone so mercenaries had a physical location before being hired, sure. Otherwise, there are teleportation exploits...
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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