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May 31st, 2008, 08:04 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: What could we steal from other fantasy games..
I tend to agree with weimaar. I find item forging in MoM far more interesting and immersive than in dominions. Then of course there may be a lot of balance issues with this one approach.
I also think many items descriptions are strange for items you just created.
I mean, if I'm a quasi god and forge a relic I can't see why its description say its a legendary item someone else has made (what all artefacts description do). For me there is a thematic inconsistency here.
Anyway as designing items is a too big feature for dom 3, and changing all descriptions too much work for no gameplay addition... and as dom 4 isn't planned for the moment, I'm fine with items are they are.
ps : the best system for me would combine the two approachs...
- generic pre-made non unique items for low levels gear and boosters
- unique legendary items of the past not available from construction (they are already made) but from summoning schools
- designing some national non unique items (with a limited number of items models slots for each nation, and powers dependant on research in other schools) as mid-late game construction school power
- designing relics (with the pretender himself forging) as the endgame construction school power
And as soon a national item model or relic with done powers would be made, these powers would stop to be available for other nations/gods designed items, so item variety and race to endgame construction would be preserved.
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May 31st, 2008, 08:57 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: What could we steal from other fantasy games..
Quote:
Twan said:
I mean, if I'm a quasi god and forge a relic I can't see why its description say its a legendary item someone else has made (what all artefacts description do). For me there is a thematic inconsistency here.
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"The Sword of Elendil was forged anew by Elvish smiths...
...Very bright was that sword when it was made whole again; the light of the sun shone redly in it, and the light of the moon shone cold, and its edge was hard and keen. And Aragorn gave it a new name and called it Andúril, Flame of the West."
"The Summit was forged anew by Master Smiths... ... Very bright was that axe when it was made whole again; the light of the sun shone redly in it, and the light of the moon shone cold, and its edge was hard and keen. And Plaguetongue gave it a new name and called it Urist, The Hungry Dwarf."
Not being able to ACTUALLY rename them is a pity, but it isn't that important either.
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May 31st, 2008, 10:50 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
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Re: What could we steal from other fantasy games..
Elder Scrolls: Oblivion actually has a very good spell creation and item creation system. It allows for a huge variety of new content but hard caps the bonuses in such a way that very few items are actually overpowered. Dominions could definitely use a modified version of that.
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May 31st, 2008, 11:06 AM
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Corporal
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Join Date: Apr 2008
Posts: 63
Thanks: 5
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Re: What could we steal from other fantasy games..
I quite like what NT jedi said, some point points I think.
I'm quite fond of the current system myself, I love MoM and AoW don't get me wrong, but I like the item of preset items you can forge, maybe just have more of them? I don't know though, I'm still new to it all, although I must say, if there was some sort of ingame option to remove spells you don't want in you game, I'd like that, I'm more of a troop/command player, once it gets into the "MEGA DEATH RAYS OF DOOM!" stuff I sorta loss interest, mind you that could be done with a mod or two, but I'd still like the option.
Anyway more on topic I loved MoM/AoW plane shift, although it wouldn't be possible with current dom (I don't think at least, maybe I'm wrong...) I'd love to see it, I always play huge maps, and it would make them that much bigger, mind you, the bigger the map the longer it takes and likely to get abit dull after awhile, but something I thought of when I first started up the game might come in use...
Age changes, now when I played my first game I went the snow giants in EA, and I thought "Damn, I want the design points from cold scale 3, but MA snow guys like cold 2, not 3, so I'll go with 2 so that mid game I'm not freezing.."
I honestly thought that as time went on, the ages changed, I think that might be cool though, set it as a option in game creation, play say 60-odd turns as a EA nation, then it becomes it's MA one, you keep your old units, but times change and you can't make them anymore, sorta add something to it, or at least I'd think so...
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May 31st, 2008, 12:36 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
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Re: What could we steal from other fantasy games..
I agree about official in-game diplomacy. Another good thing would be a possibility to save (at least) diplomatic messages for future turns. So players could remember exact terms of their agreements.
Another one - though I don't think it's possible under this engine - would be a possibility to order commanders to move into remote provinces which would take more than 1 turn...
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May 31st, 2008, 02:01 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: What could we steal from other fantasy games..
Quote:
Twan said:
I tend to agree with weimaar. I find item forging in MoM far more interesting and immersive than in dominions. Then of course there may be a lot of balance issues with this one approach.
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I had a lot of fun with the Master of Magic system, but I didn't actually need all the variety because I was just going to either forge 1.) a cheap item to get me through the interim, or 2.) a top-line item with +4/+4/Invisibility/Flying to put on my thugs. As far as I know this is quite possible in Dominions. Just make more higher-path items that have combinations of powers, maybe Hydra Armor + Amulet of Luck. It won't be perfect (you can't control the cost separately from paths, and it can't cost more than two gem types) but you don't need support from the software so much as you need a set of rules for forging prices, and those rules don't necessarily need to come from Illwinter.
For instance, some item costs:
Luck costs S2.
Regeneration 10% costs N3.
Quickness costs W2.
+10 to damage and +4 to attack costs F2.
AP damage on a weapon costs E1.
AN costs D2.
Misc slot items deduct 1 from total cost.
So I decide to forge a FireSword which is built on a broadsword but has att 4 and dmg 16 plus Luck. F2S2. Throw it in the mod you're using for your current game (even if you don't want any rules changes it's smart to use an empty mod, so you can edit the rules if necessary later without starting a new game, for instance to fix a bug).
-Max
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 31st, 2008, 02:47 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Thanked 133 Times in 117 Posts
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Re: What could we steal from other fantasy games..
Boosters would be the main problem with some kind of generic in-game item design system.
Just create a 1S booster for every slot...
Even for more combat oriented items, one of the main hassles with kitting out a SC is covering all the vulnerabilities while still having enough offense. With a design system it would be worth it to cover all resistances, boost Protection & Defense, boost MR sky-high, add luck, ethereal, etc
There's a reason there are only a few ways to get many of these traits and why you have to devote a whole slot to them.
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May 31st, 2008, 05:56 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: What could we steal from other fantasy games..
Yup.
Compare, say, the Angband games -- which have detailed inventory, but a LOT of attack forms and properties, making inventory selection an interesting problem -- w/ something like MOM (where a hero can simultaneously be immune to practically all magic, near impervious to missile fire, invisible {bugged}, flying, hasted... with a bow that fires phantasmal arrows treating enemy defense at 0.)
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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May 31st, 2008, 06:54 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: What could we steal from other fantasy games..
Couple things-
First, on customizable units, I find this to be one of the most intriguing and interesting facets of a game that allows it. First of all, you would only have a select few chassis to build off of per race, according to what they can make. Second, there is already a robust system of gold/resource costs per equipment. There is the point that this MAY have a complicated imapact on balance..... On the one hand, I don't think there would be a "perfect" gear set, some people would go for plate for high prot, others might go scale or chain for lower enc. But it would allow a bit of tinkering such as if someone prefers mauls on their units, or likes falchions. Where it becomes complicated, is at the point of making a DW unit for a nation that usually doesn't get one, or adding shields on a nation that is supposed to be complicated by their lack thereof. I'd think that if the customization were developed for an eventual Dom4 however, that each gear type could be flagged such that everyone's available gear is different. An example would be that Coral and Meteorite armors would only be available aquatically, and only Ulm could outfit with Blacksteel. By the same token, some nations could be barred from kite shields, some would not use polearms, or perhaps would only have one particular chassis available that was flagged for 2h weapons at all. There are a lot of ways to tweak the system so that it gives people a little bit of flexibility, and the ability to play by their own preferences even when it gives no overt advantage, but still add depth to the gameplay. Also, it might be worthwhile to tie modifications in to Construction research in some way. At least for the magic items like Caelian crafted ice, or Blacksteel, you would need Cons research before you could add those special items to your own designs.
Regarding the item forging, again I think that people aren't looking at the interesting ways that these items could be limited. The first thing that I would do, is limit items to one path period, unless there were a costly and time consuming system for artifact creation. These single path items, could ONLY duplicate effects that you had access to via research. So, they would give a little help to people who went for spells before working on Cons, but their items would only reproduce the effects of spells that they can already cast. For example if you wanted a regen item, you'd have to unlock Personal Regeneration first. As to artifact construction, I think it would take some brainstorming to work out a system that makes it compelling to players, while insuring that the items are no more powerful than artifacts already available, but are significantly more costly to create. Also, adding risks of different kinds to artifact creation, such that an item that needs 50 blood slaves to create, could fail and summon a powerful demon that attacks the forger, or an incredibly powerful astral based item has a chance to leave the forger Lost in Time and Space, that sort of thing.
One other thing that I think could be interesting, would be the ability to create free form mercenary bands. The idea being that you would be able to hire independant mercenaries in a province, beyond your natural resources. The costs would be significant, you would not get to choose your commander type or unit type (though having the units be randomly chosen from what is trainable in the province makes sense), you would get a number of men somewhat relative to the amount you threw down to create the company, but there would be a random factor to it as well, to add the element of risk to it. I think this could be an interesting system for multiplayer, so that people have more options to remain competitive at game start, as well as giving a little more flexibility in how you deal with surprises. Of course, these mercenary bands would have the same 3 month contract, with the ability to renew at the end of the contract.
On the subject of mercenaries, I'd also like to see the mercenary bands that already exist, regenerate their numbers in some way. I mean if they take losses, they still demand the same amount of gold, you would think the excess would be used by the captain to replenish his manpower. They are mercenaries after all, if they're not really exotic like trolls or foulspawn or something, they should be able to hire more men, something like 10% a turn or something, which for most bands would only be 2-3 per month, rather slow but worthwhile if those mercs add something to your nation.
Just some thoughts, feel free to shoot some holes in them. <3
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June 1st, 2008, 08:25 AM
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Sergeant
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Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: What could we steal from other fantasy games..
Some nice ideas floating around.
One that has around 0% of being implemented, but is neat anyway, is the bounty system in Sins of a Solar Empire.
I would suppose one way of doing the dominions version would be a variant on the global Looming Hell, where instead of it targetting armies inside the casting nations dominion, it targets random commanders of target nation, and they get attacked by various indep. assassin units; demonbreds, empoisoners, ninjas, slayers, stalkers, star children, etc.
Each successful attempt subtracted some gold from you. Each unsuccessful attempt subtracted half as much.
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