Missiles: One key aspect of missiles overlooked in GCIII is missle inventory. Small ships never run out of missiles. In real life, Large ships can have more space for more inventory, Supply ships can restock combat ships. 1. Range Techs boost missile range 2. Missile Engine Techs - boost the speed 3. Miniaturization - Reduces its size, allowing ships to stock more missiles 4. Ship Design Techs - boosts shipboard inventory - think
Edwin99
I like how the Honor Harrington Universe handles missiles vs. beams. Missiles have a longer range than beams. You can extend the missile range via tech developments. The downside is that laser (beam) point defense systems, counter missiles and ECM can stop/degrade missile attacks. Missile inventory is also limited, but it can be extended via tech or larger ships. Expend all your missiles and you are limited to beam or kinetic weapons until resupplied. Beam
Looking forward to the AI update that will make the races play differently and the speed up in early game ship construction. Thus far I really like the graphics and the interface that I see in the beta, when its not crashing, I miss the racial differentiation that I experienced in Sword of the Stars - where each race plays really differently in terms of movement mechanics, strategy and battle tactics. <a href="http://www.alteredgamer.com/strategy/
Tornado (air - level 4 - casting time: 2) - All units (friend and foe) on the tactical map are knocked prone and displaced x tiles (1 tile per air shard) by a powerful wind storm unless they resist. Tactically, the caster's army should have high resistance (air) before this spell is cast. Forest Fire (fire - level 3 - casting time: 2) - Summons a thick dark cloud of smoke that covers the battlefield and prevents the use of ran
Tactical Battle Spell Pack suggestion: 1. Tactical Spells 2. New Monster Groups with Magic Casters (high and low level encounters groups, different spell selections per group). 3. New Tactical Encounter Maps - such as an ambush map where the player finds himself in the middle of the battlefield and surrounded - map with bridge over a moat - narrow winding mountain paths and blocking terrain (see 5 below) - forest with blo
Will there be a Spell Pack DLC before the holidays?
In Pillars of Obsidian I noticed that a priests actions can affect their powers; "When players make a priest character, they select a deity. Each choice highlights two types of behavior that are celebrated and two types of behavior that are condemned. For priests played as the main character, their Holy Radiance power will shift based on their behavior. Reinforcing their deity's preferred behavior will gradually increase their power, while playing against type will cause
For the Spellpack DLC, I would like to see it include a range of monster groups that are specifically designed to use the new spells. Example: A group of Ogres accompanied by an Ogre Shamen with a select group of low level spells Another group of Orgres with a more experienced Ogre Shamen that casts higher level powerful spells. Why? Too often the encountered monsters cast the same spells, when they do cast spells. I
The Kickstarter campaign for the Obsidian Entertainment CRPG - Pillars of Eternity - raised $3.986M USD from 74K backers! The goal was $1.1M Another successful Kickstarter CRPG campaign was for Torment: Tides of Numenera. Thus far it has raised $4.6M from 84K backers. https://torment.inxile-entertainment.com/
I just saw this article about a CRPG - Pillars of Erternity - that is due for release later this year: Crowd Sourced Funding Game from Obsidian: http://eternity.obsidian.net/game PC World Review http://www.pcworld.com/article/2071423/deep-dive-with-pillars-of-eternity-project-lead-jo
A well designed RPG can really bring the player into the story, atmosphere and lore of the game, much more than can a 4X game. Why? The PC have more interactions with their environment. NPCs can expand on the lore and act in accordance with the lore in a more visible manor. The distrust that exists between Tarth and Capitar can be easily reflected in the game with Tarthian NPCs talking disparaging of Carrodusians PCs, and Carrodusians less helpful to a group of Tarthian PC adven
I would like to sea Stardock develop; using its LH base, an RPG game focused on adventuring, tactical combat, world changing actions, multiple branches, time based developments, and DLC. In my mind TOEE had the best tactical combat for an RPG (weak quests and story line, but excellent tactical combat) World changing actions let the player's actions dramatically change the world their characters are adventuring in; Example: Sabotag
I would like to see a new DLC focused on 1) tactical combat, 2) new tactical maps, 3) new tactical spells, 4) new monsters and 5) new weapons. New Monsters - Example 1) Fire Giant Encounter - a band of fire giants accompanied by a magic casting fire giant shaman (Spells: Fire) 2) Greater Fire Giant Encounter - a band of fire giants accompanied by a magic casting fire giant shaman (Spells: Fire - High Level) 3) Frost Giant Encounter - band o
I like the wall spells - bramble, ice, fire, wind, holy , death. One spell for each school. A nice balance with different effects. Air Spells Indecision (Level 2, Air) - Enemy unit suffer -6 penalty to initiative for their next turn (unless unit resists) - Casting Time: 1 Mass Indecision (Level 3, Air) - Enemy units suffer -3 penalty to initiative each turn (until they resist) - Casting Time: 2 </u
What about summoned creatures that the player does not fully control? i.e. they attack the enemy but are not controlled by the player. Summon Dire Animal (Level 1) - Summons giant animal (Wolf, Bear) that automatically attacks randomly selected enemy units Summoned Rage (Level 2) - Turns summoned creature into crazed berserker that automatically attacks a random unit - enemy or friendly (unless resists) Greater Di
One tactical spell I would like to see is: Downpour (Water ) - Units further than 5 tiles from a player's unit are hidden from view and may not be targeted by ranged attacks. This spell would force both side (Player and AI) into martial combat, as opposed to ranged combat. It would also allow both sides to be surprised as they would not know where the enemy is concentrating their forces until battle is joined. For each water shard the range is reduce
New School of Magic: Charm Charm school is focused on tactical mind control spells. This school has 1 strategic spell (Mind Shield) and 3 to 4 tactical spells per level. All spells can be resisted. Charm spells are dispelled if the caster is slain. Charm spells do not affect creatures of animal intelligence or lower. (I.e. they do not affect animals, golems, spiders or the undead). Sp
I would like to see creatures designed to use a specific group of spells. When you encounter a group that includes one or more of these creatures you face an AI that excels in using a specific school of magic. You might have an Ogre Shamen that focuses on Offensive Earth Spells and another Ogre Shamen that focuses on Defensive Earth Magic. Example: Frost Giants have a Shaman that casts water spells of ice and cold. Ogres have s Shaman of Earth Magic
Wow! Wishes do come true. Water Sheet of Ice (Water - Level 2) - Units in 4x4 square tiles must resist or trip and fall down when moving through these tiles. Fog (Water - Level 3) - ranged attacks (by friend or foe) reduced to a range of 3 tiles. Opposing units more than 3 units distant are invisible. Spring Water (Water - Level 4) - 5x5 square tiles are covered by water. Dangerous to those encumbered by heavy armor
I agree that adding fraction specific building options would improve the game. I would like to see more unique building options when you level up. For fortresses, I would like to see choices that would affect the tactical battlefields such as moat with a single bridge, a fixed location scorpion (i.e. giant crossbow) or a maze of forests paths that lead to the main city and limits the ranged attacks and spells to 8 tiles. These paths would slow the enemy advance.</p
For 2.0 I would like to see some refinements to the tactical battles - either flank attacks, range limits for missile weapons, line of sight (so that a hill or forest blocks a ranged attack or hides the enemy unit from view) or units with more special abilities (i.e. in addition for Fortify, add Shield Wall to protect against ranged attacks, Spear Wall to protect against cavalry attacks) DLC How Often - Quarterly More tactical Battle Maps - Yes <
Look like I will have some time this weekend for modding, so here's my initial goal; 7 Snow Giant Monsters each with a different tactical purpose. Snow Giant Chief Snow Giant Shaman - with Water Spells Snow Giant Shaman - wearing cloak of Fire Resistance with Water Spells and ability to cast Resist Fire! Snow Giants with Axes - Berzerkers Snow Giant Boulder Thrower Snow Giant Boulder Thrower with cloak of Fire R
Turn Based Tactical battles Casting spells Trying different skill paths
I really like the concept of vastly more spells. I wonder if one of the seven projects is a RPG - (Temple of Elemental Evil derivative). It seems to me that most of the graphics and maps could be ported to a tactical combat focused RPG game? Perhaps, the game could be based on the OGL 3.5 mechanics (that exclude the use of Product Identity) or SD's own mechanics? An RPG would be the perfect engine for supporting a continuous stream of DLC with new adventures
What I would most like in 1.6 is improvements to tactical combat. 1. I agree with the comments on ranged combat, shorts bows and longbows need more to differentiate them than merely damage. As suggested on page 1 of this thread; a simple implementation would be to assign an accuracy penalty at long range. Example with penalties for targets at long range and extra long range. Short Bow - Long Range >8 tiles = -30 to accuracy, >12 tiles = -100 t