Hound

Hound

Joined Member # 3087929
5 Posts 86 Replies 1,516 Reputation

Diplomacy's problem is that the diplo techs are beyond boring to research and there's just way too many of them. New ships and upgrades and Starbases are on a completely different level of fun. Building envoys and sending them out is a chore and I'd much rather use that fleet supply for some warships that actually do something other than just find a parking spot. Somehow it just feels that Sins is about blasting your enemies out of the sky rather than intricate diplomacies. There is r

23 Replies 21,342 Views

Pls fix Repair bay autocast priorities. You can have a capital ship at 200 hull and your repair bays choose to heal their fellow repair bays instead. Understandable heh but I have no sympathy for them. And microing repair is tedious, needlessly. Capital ships and Starbases need to be top priorities for Repair bays. Everything else is secondary.

188 Replies 329,797 Views

I just played Master of Orion 2 again and there's a lot of good stuff there that could apply to Sins or any other RTS. It's a great game save for the awkward and limited research paths and having no reason to build anything but the biggest possible starships. I would also like colonization in Sins to become something of a bigger deal. It could be a huge risky investment rather than just another planet protected by a weird group of neutrals for no apparent reason. And

34 Replies 75,779 Views

1. Stable multiplayer that does not alienate potential players because of bugs. Then on to the other stuff... EXPLORATION I'd like to see the phase lane network reworked. No lanes any more, just range. Heavily defended bottlenecks in space don't make sense. I'm not saying everything in a game needs to make sense but it doesn't hurt and in this case it would keep the game flowing better. I think I actually preferred

34 Replies 75,779 Views

Oh and I hate the mechanic of laying 1000 mines at the end of phase lanes. Surely the fleet could choose to come out of phase space a little earlier instead of appearing right on top of the minefield you know is there . I guess if there were less mines overall that were also invisible, it would be abstract enough to make sense. If you could mine about 30% of the possible entry sector of a phase lane you could cover the most likely spot they come from. But the enemy cou

109 Replies 182,072 Views

Advent homing mines are absolutely worthless because they overkill their target. You can sacrifice one scout to clear a huge amount of homing mines that all detonate on a single ship even if only one would be enough to destroy it. The whole point of mines should be that they are hidden. In Sins they are always visible so of course you need a billion of them to make sure the enemy can't simply go around them, hence lag. Or rather not using them at all. I would start by

109 Replies 182,072 Views

I would like to see some kind of terrain and line of sight considerations a la AoW:SM. So you could protect weak spellcaster units, need to fly or teleport to get to them etc. I'd also like to have a smaller grid on the battlefield. Single hero units bouncing around their oversized squares to face different attackers looks silly and it makes it hard to actually know who is in which square and how close to what. Something like... Hero units = 1 square

22 Replies 13,611 Views

I would vote for getting rid of the grid style building. Or at least make it look more organic and less of a chess board.. somehow. Just rotating the tiles would not help eliminating the blocky look. Then.. instead of building several buildings that do the same thing and stack up, build only one and then upgrade it. Arcane Study becomes a Wizard school. Wizard school becomes an Arcane University. Building becomes taller, bigger and more impressive each time you upgrade and is instantl

7 Replies 4,595 Views

One big thing to be learned from MoM is that city spamming is extremely boring. Elemental should get away from that more and make it possible to make due with just a minimal amount of well built cities. Cities that each have a real identity and flavor to them. Building one Minas Tirith is ultimately cooler and more rewarding than filling the map with 10 generic cities that all produce more x and y.

4 Replies 5,379 Views

Wow this thread made me find my old post where I suggested a similar spell.. been looking for it, thanks heh. [quote] Nether Gate (Ruin, Conjuration, Global) - creates a permanent gate with undead pouring through every turn [/quote] I like the idea of such a spell as a high end global death magic, but perhaps Shadow World is not the best name? Not suggesting Nether Gate is necessarily better. Shadow Rift?

27 Replies 54,624 Views

Remove the "books" and incorporate a research queue similar to MoM. If an actual "book" is found (quest or NPC bringing it to you), it can give you spells for free and speed up the research process. Have only Channelers stationed in a mage tower earn research points. That Channeler can be your Sovereign or an Imbued NPC Wizard or Loremaster. Keep the trait that grants Sovereigns research points where ever they are.

16 Replies 5,892 Views

One year to cast a spell? Ugh. Casting times don't really make sense with the epic long turns. I would like the turns to become one week long if there will be multi-turn casting times. And for multiple other reasons like sensible movement rates. Otherwise I would rather have a switch you can leave on and automatically attempt to counter any global spells cast by enemy Sovereigns on their turn. Then on the beginning of your next turn get a nice quick video of your Sovereign int

4 Replies 3,115 Views

My first idea was to give the Shards more personality. Put them in locations that are appropriate for them. And have the environment itself defend them against those not attuned to their element. They could also be guarded by appropriate creatures, that the Sovereign could take under control instead of having to kill them. Shard locations and environment: Air - high altitude, mountain tops, surrounded by in

1 Replies 2,709 Views

The OP makes some very reasonable arguments. The Channelers need a strong magical identity and powers to go with it from turn 1. Learning new spells can not be about mundane researchers unlocking techs. The Channelers need to be the focus here. Sovereigns or imbued Wizards should be the ones who unlock new powers. Researching should be tied to their Intelligence score. That way a low Int Sovereign could recruit a high Int NPC, leave him in the tower to unlock new powers and go

41 Replies 31,535 Views

Air: Lightning that stuns; Storms; best single target damage potential; anti-missile weapon; mobility, flight; freedom; anti-earth Earth: Physical rock attacks that cause knockdown; damage reduction; endurance; strength; imprisonment; gravity / anti-air Fire: Best and most balanced damage potential overall with

14 Replies 10,653 Views

Examples of spells to go with my suggestion: Earth Stonefist (Invocation) - single target physical damage with knockdown Bombardment (Invocation, global) - gives target city a rock barrage Stoneskin (Enchantment) - gives more armor Summon Xorn (Summoning) - summons earth creature that burrows through ground Fire Fireball (Invocation) - AoE damage + damage over time, tactical Flaming Weapon (Enchantme

7 Replies 11,308 Views

Winnihymn your suggestion has merits too. I like the combining of books and shards for spells. The one thing I dislike with the spellbooks is how in that system the map generator chooses what type of spellcaster you become. I just played a game where I started next to two fire shards and that forced me to specialize in Fire when what I wanted was Air. I would move that choice into Sovereign creation. So you could create a Sovereign who already has a magical identity and a look to matc

7 Replies 11,308 Views

[quote who="Lonemessiah" reply="29" id="2846030"]I am not sure if you understand the point i am getting at. Lets address your points seperately. 1/ Turns time; At the moment the seasonal turn time fits well with every aspect of the game except map movement. To change the turn timing would make every aspect of the game not quite work.. including map movement. Let's be honest you would probably have to reduce the turns to days to actually get the map movement right.

30 Replies 91,052 Views

I find myself wondering what the new magic system will be like. This one is the big deal for me in Elemental. Myself, I would like to see a change in how spells are categorized so it would be possible to specialize in major domains like Fire or Life magic. What we now have as books (Summoning, Enchantment etc.) could be changed into techniques or subcategories. At Sovereign creation you would choose your focus in magic from 7 major domains: Fire Ice</l

7 Replies 11,308 Views

[quote who="Lonemessiah" reply="24" id="2845954"]Yes Civilization spans 1000's of years. Elemental spans decades, rather than a 4 year period. The things you are asking for change the fundamental foundations of what makes Elemental unique. If these are aspects you don't like then, as i said, this probably isn't the game for you. There are many of Empire/War games that you will find right up your street.[/quote] How about trying to be a bit more constructive? The game is still

30 Replies 91,052 Views

[quote who="Lonemessiah" reply="21" id="2845504"] Quoting Hound, reply 20I still think it's a bigger, more glaring issue that it takes years to travel a short distance than it would be to be able to build a small city in "only" two years. I think you are playing the wrong sort of game if this bothers you. It is the same in every other game of this type. Hell, in the Civ games it can take several 100 years to make a two square journey. As has been said, changing

30 Replies 91,052 Views