I haven't looked into it that deeply, but the Paladin doesn't seem strong enough. I think the math is a little off for them too, but I'll check it out in more depth later.
I was thinking about creating a tactic where some units would work well with some, like the DSM and dragon, but on a larger scale. So, you could have a stone golem, if stoning a particular unit, can give that unit a special ability. This works on rare occasions.
Similarly, I had the idea of creating styles within styles. Types of play and types of units (7-10 units, in groups) that work together in sync. Like choosing a team in pokemon, you can choose all water, all earth, all grass or a mixture of each.
just some rage and three kinds of yesvi veri veniversum vivus viciquit these pretentious things and just punch the clock
What do you think?
just some rage and three kinds of yesvi veri veniversum vivus viciquit these pretentious things and just punch the clock
Bah fuck it
just some rage and three kinds of yesvi veri veniversum vivus viciquit these pretentious things and just punch the clock
I went in basically the other direction by eliminating the DSM. (Sorry I was making the archer)
What would be really beneficial is an extremely basic version of the game with just the units and board, that is fully functional without graphics. Like a 2-D chess variety where we can do trial and error analysis of the balance of the game. I think this would be pretty simple to make, actually.
just some rage and three kinds of yesvi veri veniversum vivus viciquit these pretentious things and just punch the clock
So I say we get on this mission to develop an extremely basic version of the game, moving pieces on the board and having the math programmed.
just some rage and three kinds of yesvi veri veniversum vivus viciquit these pretentious things and just punch the clock
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