It would be nice if we could start collecting our ideas and suggestions in one thread, now that we have a new point of perspective from which to give the developers feedback. If you guys and gals are game, please join me here!
This game is really starting to be how I first imagined it would! It's like a lump of clay that has been worked into shape by a master potter, who is just beginning to add the fine embellishments that will make the work a masterpiece.
I love the new:
+global mana pool
+population as a resource
+researching spellbooks (might check spell descriptions; some of the starting spells say they are "Life" spells)
Stuff to improve gameplay/experience:
*There should be two basic categories of champions: Tactical and strategic, or combat and administrative. The administrative champions should gain exp doing their jobs slowly over time. Each archetype of hero within the two branches should have skill tracks that increase as they level up. For example, a farmer should level up as he works in town, and gain skills that increase farming even more or give him the ability to seed a new farm elsewhere; a thief (combat hero) should gain stealth skills, looting bonus skills, etc. Of course, there could be unique skills, too. I believe that this is what's missing here. If this was implemented, it would "make sense," and really help bridge the gap between RPG and 4X sim.
*Fewer clicks for doing things. Off the top of my head, these were irksome situations that required more clicks than should be necessary:
*Make charisma affect more stuff.
*Please show the champions' attributes in their info pages. I want to decide whether or not to imbue them and how to build them up right when I recruit them, but can't see the attributes until they level up.
*Focus on a rock, paper, scissors style of magic and combat: Weapons and armor have slashing, piercing, and bludgeoning damage ratings; researching into blunt weapons eventually makes fearsome (albeit slow) warhammer-wielding troops recruitable, who go on to terrorize an opponent until the player researches and creates troops equipped with weapon/armor more suitable to taking them on. In magic, creatures might be resistant to certain elements while vulnerable to others, for example. I know it's been mentioned before; please give it some thought.
I really liked how the equipment has been differentiated in the update. It is on the right track! However, with research branches, the strategic and fun and replayability factors would be increased ten-fold if there was a clear strategic reason for developing a type of weapon/armor.
Thanks for listening, and keep up the good work!
I like this idea!
I noticed the same thing playing last night and was going to say the same thing. You saved me from doing it! + 1 karma!
Me too. +1 and all that.
Could swipe the MoM system of giving all heroes 1 free XP per turn. It'd let your administrative assistants gain a couple of levels without needing to go dragon slaying, but it's low enough that it becomes worthless after level 3 or so.
Another idea, and tying in with making charisma more useful, would be training. Something like a hero gives Charisma/2 XP points to all heroes of a lower level in the same square as them at the end of the turn. Could limit it via a special skill or building required for it to work if necessary. Beauty of it is, it makes charisma a useful skill for your adventurers as well as your administrators, letting you spec up a "trainer" hero.
I hate rock, paper, scissors balancing. Too predictable
I like the idea of two different style of champions. Great idea.
no reason why you can't have both in the same hero.
either you have the civy xp powering civy side and military xp powering the military side... (ie.. 2 set of xp/levels).. or you just feed xp both ways and dish out lvl up in whichever way the player fancies.
no reason why existant stats can't be used to feed the civy side either... eg.. int for research, str for farming (etc, etc.. combos of stats, to create new stats like leadership, etc)
Good point! That sounds good, too!
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