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10 years ago
Feb 13, 2015, 11:43:12 AM
There were dozens of threads about "only unique factions" toggle in game options.



Also for anomaly/resources icons on map.



Another one is about "use all possible luxury/VaulterStrategic resources" button.



And a way to use all stockpiles. Cause it's ridiculously boring to use when you wage war as Cultist.
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10 years ago
Feb 12, 2015, 4:50:59 PM
Jojo_Fr wrote:


- Stop the auto-destruction : Make it impossible to auto-destroy a city when you are not Roving Clans. There is no 4X game which permit the auto-destruction because it's not logical (for your own people) and raging players in multiplayer can often destroy all his city in free for all, which create unjust situations where the attacked have invested in some units but cannot get the cities he should have. Low priority.



- Stop the auto-destruction 2 : In the same idea, make it impossible to destroy your owns buildings. Now you can take an enemy city, destroy all his building, then leaving. Or you can do it to prevent an enemy to take buildings of the city you are close to loose. All this is not fair. Low priority.





A lot of your comments about combat make me think that you're not fielding a very strong military, and leave a lot of your assets unprotected, seeking to just take them back later instead of protecting them now.



As a cultist player, I'm quite against taking away their ability to auto-destroy cities.
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10 years ago
Feb 1, 2015, 4:26:25 PM
Add of this important point about food and growth exponential cost :



- Changing the current population growth mechanisms : Rokdog demonstrates by mathematics proves that the current growth system is exponential and tend to do that it is useless to grow taller than 10-12 population. Link. It is an important problem of missconfiguration of the growth system. Ideas of tweaks to do to change this corrupted logarithmic population progression here : Link. Medium priority.
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10 years ago
Jan 17, 2015, 9:05:46 AM
Excellent thread smiley: approval



Here is another similar thread concerning multiplayer and adding cooperative game options:

/#/endless-legend/forum/6-game-design/thread/3314-discussion-more-options-and-features-for-multiplayer-team-battles



It includes ideas for allowing allies to reinforce each other, shared control of empire (like in Rise of Nations), Allied victory, and stuff like "preset allies start next to each other". These things might also encourage more "casual" gamers to buy the game! $$smiley: cool$$



For future reference, here are some other threads where we suggested alternative defense buildings:

1- More Buildings: /#/endless-legend/forum/6-game-design/thread/3375-more-buildings-and-building-requirements-terrain-population-and-more

2- More technologies: /#/endless-legend/forum/6-game-design/thread/3364-brainstorming-new-tech-ideas
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10 years ago
Jan 16, 2015, 1:12:13 PM
Jojo_Fr wrote:


- It would be cool to know from time to time what the developpers think precisely of the suggestions of you, me or others peoples. It could maybe encourage the propositions of more precise ideas, in directions what really attrack the interest of the developpers. To know if we, with our propositions, can have an influence on the design of the game smiley: smile




Your best bet is to enter questions and/or attend one of their Twitch Q&As and ask them.



I will say that any suggestion that requires art assets, lots of programming and has big mechanics changes (ex your wall Districts) is probably not something you're going to see. If you want to suggest changes that you may actually see in the game, stick with the types of changes you could mod in.



Another piece of advice - post save games and or screen shots that demonstrate imbalances and issues you are mentioning. Amplitude is very interested in these and it helps demonstrate the problems (ex. "here's a few MP games where the Vaulters ran away with the game" or "here's some battles when the Stun spell helped the Mages win a fight they definitely should have lost"), and separates your ideas from "theorycraft".
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10 years ago
Jan 16, 2015, 11:16:38 AM
- This idea of outside walls could open exploitation but the idea can be tweaked, for exemple : one ligne of walls per region. As it you could only buy one ring of wall maximum per region (so per city). Like that, a wall could only block for one or two turns an army (more turns with wall upgrape maybe) which is not much but can be usefull to bring a defensive army.



- The cost could be upped if needed. What I want to say it's I think it is possible to use this idea without necessarly an exploitation.



- I think it would be good to create new outside construction, and not forced construction emplacement, as towers ares now. It is one of the only way to open dimensions to exploit the configuration of each region. The idea is about that : to give to the defensive player a way to militarize his territory to slowdown or even hurt the invading force. It can be done by campaign walls but by others ideas, for exemples these :



*Cutting roads for strategical reason : You should be able to dont build road which go from your city to a city which is not yours. It is not logical to be forced to see these roads builded. So, you should be able to pick a road to a new city and make it destroyed in 3 turns. And, if you want, to reactivate it (for free), in 3 turns.

*Create a temporary quagmire : 3 units can transform in one turn two contigent hexagones in quagmire of one your region (one per region max). The quagmire need 3 units which work one turn, but is finished in two turns not one (to avoid the instant trap in one turn). The quagmire long last 5 turns and affect any units even friendly units. Any unit(s) which pass by one of these two hexagones is blocked two turns inside (this turn and the other) and any combat which occurs in quagmire give a malus of displacement and defense in the combat zone where the stuck units begin the combat. Displacement is like in forest, and defense is -50 %.

*Campaign fortress : A single separated district which act as a zone of control which prevent any unit to pass by a 3 hexagone zone without passing by the fortress. The fortress have a garrison which you can use. One fortress max per region.

*City gate & high wall : It prevent any unit to attack and conquer the city until the fortification as down to 100. A logical way which protect a city to any invasion even when the city has only milician defenders.

*City goat suburb : A circle of water of one hexagone dimension protect the city suburbs. Any ennemy unit need two turns (the actual turn + the next) to cross the goat and attack the city. Leaving the city circonference need two turns again (unless the city is fall and become a friendly region).

*Defense tower : An auto fire tower who target any ennemies each turn.

*Magical wind : Ardent'mage new pillar which prevent in a circle zone of a friendly zone, any flying unit to fly. Efficiant in situation where you fear an attack of flying units. Flyint units can still move as their normal speed, but they cannot fly in combat or in the map.




- It would be cool to know from time to time what the developpers think precisely of the suggestions of you, me or others peoples. It could maybe encourage the propositions of more precise ideas, in directions what really attrack the interest of the developpers. To know if we, with our propositions, can have an influence on the design of the game smiley: smile
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10 years ago
Jan 15, 2015, 7:45:35 PM
Alright, that makes sense. I gotta say, I like the idea, but I fear this will shift the focus. If one decreases the perk and the cost of a level one district (so you can expand faster) and you integrate this sort of constructions into the city it would probably be more intuitive. I personally fear exploitation, since 100 smiley: industry is not much and it will probably lead to really thick walls. This then works if one can only destroy one row per round, so if there is space you can keep the enemy out for 5-10 rounds, which gives you time to build an army and does not give any penalty as a siege would. So: I like the idea, but I fear it get's bloated. Maybe you have a solution for this problem.

Maybe one could invent an extra building for city walls, which is very expensive. This builds a wall around the outer districts (i.e. where you could build a district), slowing down a siege.
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10 years ago
Jan 15, 2015, 3:23:54 PM
@Lemmy,



Lemmy wrote:
I like your Ideas for more City defense, but I think those are a bit to complicated (i.e. too many). Cities already have walls by default and those can generally be improved by city improvements. Or is your Idea to put the walls outside of the city somewhere in the region?




Outside the city somewhere in the region. A separated "district" (a wall section). The rules I explain look complicated and can be boring to read, I know. But I tryed to always propose a new idea polished and prepared, to be enough precise techniquely to be implemanted. For exemple, proposing an outside wall is a good idea but if you don't try to define the idea at the maximum, devs or modders will more possibly reject it.



If so, how does one tear them down and wouldn't we need siege units (like catapults) to have that work?




No need any siege units because it is not in the DNA of Endless Legend combat system. The idea of these outsides walls is too limit the movement of the ennemy, to canalyse him into a small defensive corridors, etc. The most important rule about rules is these two rules :



*Wall have a cost of 100 production each. Destroying a wall need at leats 3 units and prevent the army from moving for one turn (no battle needed).

*Walls lignes cannot be close from less than 4 hexagone (to prevent full walling).



@Propbuddha,



Propbuddha wrote:
In general I think all Diplomatic treaties should behave like truces and stick a few turns (and cost more). Regardless of the faction, Diplomatic states changing multiple times in a single turn is not fun or interesting...




Yes it is big problem in multiplayer ! I tryed to contribuate by these propositions.



As for multiplayer - there really needs to be some sort of game options to allow for a faster game (less than 3 hours). I've made some changes in my mod (75 turns, reduce life so combat is faster, deeper scoring) but getting people to play a multiplayer mod is like pulling teeth. The reality is that it's impossible to get players to complete a game that takes 6 hours, especially if a lot of that 6 hours is waiting for others to fight combats.




I agree. Even if you make an excellent mod, the only hope for the multiplayer community is an integration of your mod into the vanilla game. The community of players is too small to try playing with mods, now.



Combats are really too long. A super acceleration of the animations would be so great. To me, for the MP players, that is the most urgent reform to make, before any balance or creation things.
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10 years ago
Jan 15, 2015, 3:18:11 PM
This is quite the impressive list, thanks for posting it!



Only thing is that you should edit to replace all instances of "UNPOSSIBLE" with "INCONCEIVABLE". smiley: smile
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10 years ago
Jan 15, 2015, 5:31:14 AM
Lots of good ideas here! Thanks for posting.



In general I think all Diplomatic treaties should behave like truces and stick a few turns (and cost more). Regardless of the faction, Diplomatic states changing multiple times in a single turn is not fun or interesting...



As for multiplayer - there really needs to be some sort of game options to allow for a faster game (less than 3 hours). I've made some changes in my mod (75 turns, reduce life so combat is faster, deeper scoring) but getting people to play a multiplayer mod is like pulling teeth. The reality is that it's impossible to get players to complete a game that takes 6 hours, especially if a lot of that 6 hours is waiting for others to fight combats.
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10 years ago
Jan 14, 2015, 10:03:49 PM
Most of the things sound very nice, but are really (unlike my ideas) concerned with the current game.



I like your Ideas for more City defense, but I think those are a bit to complicated (i.e. too many). Cities already have walls by default and those can generally be improved by city improvements. Or is your Idea to put the walls outside of the city somewhere in the region? If so, how does one tear them down and wouldn't we need siege units (like catapults) to have that work?
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