Hey folks, thanks for your feedback! We're currently looking at ways to make the game better so we're always happy to hear what you think! A couple of points to address OP directly -ġ & 2: We actually feel like this would limit your deck, we've tried to give people as many options as possible building into the mechanics they like (healing, taunt, armour etc.) but it might be a good idea for new keywords if they ever come about!ģ. Now you can reply in serious mode, if you will, that is. I have criticsm for this game and I have expressed it in multiple threads Even games in beta almost never have these kind of core changes let alone a fully released one. Not only the cards would have to be revised but also, a "class" system implemented and can you imagine the work behind the AI for this? The alterations in combat he is suggesting are too great for a game NOT IN EARLY ACCESS. If you have read the system he wrote, which I think it's nice by the way (as I said before), you would understand that it would need several core changes to to the game. I am all in for balancing the game, adding new features, but lets be real. No, you didn't understand what I say or are you trying to be funny. Yes, because balancing your game and changing mechanics that don't make sense is something you should NEVER do. You have some nice ideas there though, for another game. Początkowo opublikowane przez TheOldHat:Yes, the devs will change the game at its core so you can be happy. There is no retaliation - i know some of you will think this is unbalanced, but you can no longer choose targets for your units, you need to tactically position your troops to not be in a way of enemy gunfire, combat tricks like push pull will be more important. You can order units to move to any empty positions but then it looses the ability to attack at the end of the turn Ħ. Unit that can attack will always attack the row directly opposite it at the end of the turn if the row is empty attack enemy leader (close units attack first, then medium etc.) ĥ. You can attack from behind cover if you stand directly behind it, you can attack from behind your own unit if you stand directly behind it, if you have 3 units in a row 2 frontline can attack 3rd can't Ĥ. And so we have 3 types of followers with close medium and far attack ranges (far can attack from any position, medium only from medium and close, and close only from close ) ģ. We have 3 columns (sometimes 2 randomly its good to mix up) close, medium and far range Ģ. I don't want to write an essay but here are some ideas to make combat more tactical and more interesting:ġ. I'am not talking about the AI, I'am talking about combat mechanics - right now combat is all about steamroll - you go first you win pretty much, unless the enemy has comeback card (most of them shouldn't even be in the game like destroying all followers but w/e). Is it too late for a change? I didn't know about this game when it was in early access that's why I'am writing my concerns only now.
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