mqpiffle

mqpiffle

Joined Member # 4257179
28 Posts 722 Replies 4,170 Reputation

The current system seems really clunky and convoluted to me. I would prefer: ITEMS are used to CRAFT SPELLS/SCROLLS (ie MAGIC) is used to ENCHANT or ENHANCE. It would be nice if the base items used in crafting also determined what kind and the maximum power of enchantments that can be used on a particular item.

3 Replies 3,999 Views

I thought Henri was suggesting that each victory with a particular sov would then unlock a new power for that sov. Maybe I read his initial post incorrectly. I'm not a fan of what Frogboy was suggesting.

26 Replies 142,358 Views

[quote]But co e in, suggesting that here's some huge list of issues from WOM that are present in SK is ridiculous. [/quote] Just because you can't see them or refuse to see them doesn't mean they're not there, nor does it mean they haven't been reported before. I don't doubt that you see the game on a completely different level than we do, but imo it's bad form to be so utterly dismissive of your paying customers who are emotionally invested in your p

48 Replies 67,698 Views

I really like Stardock games and the way Brad and crew treat the customers, but the bugs that have been around for 5+ years just make the company seem lazy and ignorant in many respects. If some of these silly bugs were fixed I would easily spend many more hours on these games, because the game design is really solid. Last night as I played through Beta 2 I was truly frustrated at the bugs that plagued the game (I know it's a beta, but these bugs have been around forever) and had to

48 Replies 67,698 Views

[quote]Unit moves displayed incorrectly. 1. The Group has 0/3 moves remaining. 2. Naphaz is reduced to 0/4 (not 1/4 as you may expect) 3. Other units in group are displayed as 3/3 but actually have 0/3 and are unable to leave the group.[/quote] These movement issues have been around since WoM. It's unacceptable that they still exist.

48 Replies 67,698 Views

[quote]Rounds. That is, a general timer that goes off after 20 time slices (an initiative of 20 would be the same as getting 1 turn per round) so that we can tie some things to an agreed upon timer.[/quote] This. I also think spells should have their casting time in 'ticks' rather than 'rounds.'

67 Replies 276,963 Views

[quote]mqpiffle - I agree that swarming isn't mentioned in any of the damage tooltips. I think Frogboy would argue that as you see the other units move you know that *something* is going on. Though I think what many people assume is that all surrounding units are getting a free attack in.[/quote] I understand your point, but the way I often like to make a point is to be over-exuberant about it to the extreme. I actually don't mind the swarm mechanic. I just don&#

67 Replies 276,963 Views

[quote]In the 'on tactical battles' thread, mqpiffle mentioned the game Titan. I've never heard of it before today. But here are the rules from the PDF concerning terrain effects (for those who are curious but don't have the time to go hunting for it):[/quote] [e digicons]:thumbsup:[/e]

67 Replies 276,963 Views

Good call, Frogboy! Simple and elegant mechanics which keep the game strategically and tactically sound. Just enough interesting choices to make without feeling overwhelming. The tactical combat is almost better because there is no movement involved.

13 Replies 55,744 Views

[quote]Concept of having environment overall effects (desert vs. ice vs. shadow)[/quote] Have you ever played the old board game Titan ? I would suggest doing a lot of research into this game, and use their tactical battle system as inspiration for how different battlefields (in diverse biomes) can play out.

22 Replies 18,458 Views

[quote] Re Communicating it to the player: This is, by far, the most common issue that people ignore when suggesting new game mechanics. If something can't be communicated to the player then it becomes frustrating. [/quote] Then how do you explain the swarm mechanic? It is absolutely NOT transparent; it is passive without any sort of iconic indicator or a statistical representation in the unit details; there is no indication anywh

67 Replies 276,963 Views

If that's your "good recipe for a sequel", then Civ IV and Civ III were poor sequels, because they completely changed the game franchise from their earlier versions. There were a lot of vocal Civ IV haters when it released who completely refused to purchase the game because of these same reasons, just check out the CivFanatics archives (if they still exist) and you'll see what I mean. Meanwhile, I'll enjoy discovering my shiny new toy

43 Replies 278,397 Views

[quote who="Alstein" reply="20" id="3502906"] Just saw Tom Chick's review. [/quote] I guess what I've been experiencing is the early game portion of his review. We'll see how it goes.

48 Replies 41,289 Views

Detractors will always be more vocal than others. Beyond Earth is definitely more than a simple reskin of CiV. Those who haven't even played it ought to relax until they actually play through the game. Personally, I'm enjoying BE so far (only about 200 turns into my first game.) I really like graphics. The UI is average, I really miss the 'right click to close' feature from Endless games. The satellite idea is great, and I like the way the

48 Replies 41,289 Views

I stopped playing the beta once I completed a game after the last update. We need some more content at this point to really balance/suggest properly.

48 Replies 41,289 Views