Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > King's Bounty > King's Bounty: Crossworlds

King's Bounty: Crossworlds The expansion to the award-winning King’s Bounty: Armored Princess.

Reply
 
Thread Tools Display Modes
  #71  
Old 06-23-2010, 02:54 PM
pavned pavned is offline
Approved Member
 
Join Date: Jan 2010
Posts: 84
Default

Zechnophobe

For Wife/Armor bearer I think we should be able to get a party of them but be able to select only one for battle. They should have their own reserve of tropps, so in battle it will be like the last battle of KB:AP where you can't cointral their troop but makes it intersting.

Plus they should add more avdenture related ability like the scripting of scroll from Elenhel
Reply With Quote
  #72  
Old 06-23-2010, 03:47 PM
clinek clinek is offline
Approved Member
 
Join Date: Dec 2009
Location: Pittsburgh, PA
Posts: 115
Default

you guys know that i did start a thread specifically for suggestions, complaints, ect for this game. I started it so hopefully the designers of the game (if they even read the forum) would look to see some common complaints. please post some ideas there if you have them. Zechnophobe, I think your ideas really good. I tried to avoid asking for them to change the game too much though. When you say ranged units should have a range max, it think it would be more appropriate to say it should do more damage the closer the units are away from the archer. If you shoot a gun for example, its going to do more damage to a close object as opposed to one further away and you are also going to have more accuracy. I agree 100% with how no units have a weakness to poisen. your first suggestion, that why we have reserve slots.. For your second suggestion, i mentioned in my thread that the mod made by pcbun about how units have individual levels should be implemented into the game. you can give certain benefits to units by leveling them up. If you wanna take peasants along your entire game, they will eventually become tanks due to gaining levels and having new skills.

I agree with your 6th suggestion. The seventh suggestion is cool, but i want something to look forward to later in the game. If for example, you have access to archdemons, and dragons at the first castle, you really have no challenge in the beggining. berserkers do suck for us, but keep in mind that enemy heroes cant use spells when its thier turn either. we have the benefits of rage and mana, i guess its only fair for the enemy to have some type of advantage. i do agree with the rest of your suggestions though. Read mine tell me what you think

Last edited by clinek; 06-23-2010 at 09:18 PM.
Reply With Quote
  #73  
Old 06-23-2010, 05:03 PM
Elias_Maluco Elias_Maluco is offline
Approved Member
 
Join Date: Nov 2008
Posts: 61
Default

Inst too late for gameplay sugestions? They are probably just fininshing the game as we speak.
Reply With Quote
  #74  
Old 06-23-2010, 06:50 PM
clinek clinek is offline
Approved Member
 
Join Date: Dec 2009
Location: Pittsburgh, PA
Posts: 115
Default

well we already know what this game is all about but this thread is designed more for later games that they make. KB:TL wasn't very popular at first because no one really knew about it. I was actually drunk at north carolina when i found KB:TL at a dollar general for 5 dollars. future KB games on the other hand will continue to grow in success due to how much everyone is now raving about first two. My point is, more KB games will be made in the future and we are just trying to give some suggestions towards improving the gameplay for the later games
Reply With Quote
  #75  
Old 06-23-2010, 09:13 PM
Metroplex's Avatar
Metroplex Metroplex is offline
Approved Member
 
Join Date: Nov 2008
Location: Sydney, Australia
Posts: 258
Default

One feature I would love in future KB games would be the ability to sell back troops you no longer need as you've found better ones...
Reply With Quote
  #76  
Old 06-24-2010, 12:10 AM
Zechnophobe's Avatar
Zechnophobe Zechnophobe is offline
Approved Member
 
Join Date: Nov 2009
Posts: 991
Default

Yeah, SOMEthing to do with extra troops would be nice. Put them to work on the farm? Sell to animal handlers? Dunno.
Reply With Quote
  #77  
Old 06-24-2010, 01:04 AM
clinek clinek is offline
Approved Member
 
Join Date: Dec 2009
Location: Pittsburgh, PA
Posts: 115
Default

yea i dont know about putting troops to work at a farm. a 20 ton fire breathing behemoth like a black dragon wouldn't mix very well with a farm... thats like putting ents to work as a chimney sweep. i think i would sell my peasants to the dragons in ultrax
Reply With Quote
  #78  
Old 06-24-2010, 03:18 AM
Metroplex's Avatar
Metroplex Metroplex is offline
Approved Member
 
Join Date: Nov 2008
Location: Sydney, Australia
Posts: 258
Default

Some shops when you visit them have empty boxes, so that should be a place to sell back unwanted troops for a set price, say half the price you paid for them.
Reply With Quote
  #79  
Old 06-24-2010, 04:36 AM
Mandea Mandea is offline
Approved Member
 
Join Date: Mar 2009
Location: Romania
Posts: 346
Default

I would rather pay to convert the troops I no longer need with those I want. Selling them wouldn't return much money.
Reply With Quote
  #80  
Old 06-24-2010, 06:11 AM
BB Shockwave BB Shockwave is offline
Approved Member
 
Join Date: Jan 2009
Posts: 635
Default

Quote:
Originally Posted by Zechnophobe View Post
Random Ideas:

1) Don't limit how many units you can have in your army by the leadership, instead limit how many from your army you take into combat. So you can have 1000 black dragons, but only the first 4 will follow you into combat.
Why? We have the Reserve slots for the exact same purposes. Maybe give us 3 more reserve slots.


Quote:
2) Rebalance melee units, especially those that can be retaliated against, and have low hit points. Give them SUBSTANTIALLY more damage, or damage resistance. Dwarves, foremen, barbarians, berserkers, dragonflies, etc... most of these units are just not worth using because Melee units are so inherently weak in their mode of attack.
I'm sorry to say, but... have you even finished the game? How can you say this? Ranged units are powerfull, but so are melee units. Gorguls, Black Knights, Tirexes, Black Dragons... they do incredible damage in melee. Of course, if you are playing a mage with weak attack skills, they don't do that much - but neither do your ranged units. The game is perfectly balanced that way, melee units are not weak, in fact, In battle I sometimes fear enemy melee units more then ranged ones. Have you ever seen how much damage a stack of 3000-4000 Dragonflies can do? I had fights with 10-15 stacks of dragons and thousands of dragonflies, and I had to sheep/fear the latter because they could wreak havoc if let loose.

Quote:
3) Make ranged units have a MAX range. It wouldn't be so bad with melee units if the 'ranged' ones weren't infinite range. Even doing half damage they still do so much more.
You again make it seem like they do that much damage... They don't. You are not playing right. I have never had problems with enemy ranged units.

If you really fear them, use creatures like Bone dragons or skeletons - they take only 1/3 damage from ranged attacks, no matter what type.

Quote:
4) Make more ranged units actually HAVE a melee penalty. I think the only one in the game that does is the bowmen. Either that, or make it not 'the norm' to have a melee penalty and then give bowmen a trait making them specifically do less damage in melee.
OK... so how about Skeleton Archers, Druids, Beholders/Evil Beholders, Catapults, Archmages, Necromancers...

And even the no-melee units can be easily beaten with the right combination. Sure Elves are tough even in melee, but if you use, say, a Ghost to block them? They are pitiful against that +50% physical resistance. Similary, magic damage dealers blocked by a Black Dragon are dead already.

Quote:
5) Give some units weakness to Poison.
I think the current situation - where some units have absolutely nil poison resistance - is good enough. I regulary use Poison attacks to kill dragons, only damage type they have no defense against.

Quote:
6) Allow druids to cast "Overgrowth" ability that resurrects plant units.
Agreed there, though maybe Ancient Ents should get this - it'd give them something to do while they get to the enemy.

Quote:
7) More unit variety throughout the early game! Only problem with both AP and TL that I've really got, is that you NEVER get certain classes of units in the early game. I wanna try out a small army of demons some time!
I think the "Arena" part of crossworlds will be just that. But if we get the Editor, we can easily do maps where you can, for example, hire all Level 1-2 type units in the first maps, and then later higher level ones on other maps.

Quote:
Berserkers aren't well designed. Humans would strictly rather have barbarians, AI would strictly have berserkers. There is almost no interesting overlap.
IT's the same as Berserkers have been in HOMMIV, I think that's the inspiration for them. I never use them and the Berserk spell as well, because I like to control my units. (Side note, wouldn't it be nice to have a Berserk spell that works like in Heroes?)

Quote:
9) Make Bless cost less, and/or last longer.
With high intellect, it lasts for plenty of rounds. And the mass version is costly only, which is OK IMHO.

Quote:
10) For 'wife' or 'armor bearer' style units, make their starting locations randomized a bit. Add s'more variety.
Again, editor. I have some ideas for armor bearers myself that I want to try out. I'm curious about this new rumored armor-bearer werewolf-dragon who is an unit that fights by your side in battle...

Quote:
11) Give single unit summons +1 Morale for each point of Summoning Skill.
Correct me if I'm wrong, but don't summons get the same morale bonuses as your own units?

Quote:
12) Include better descriptions for items (A lot are poorly translated or just baffling).
Agreed. Especially add better explanations for morale items, what they like or dislike.

Quote:
13) Create an 'auto-save' for each new game, so a person can elect to restart that same game.
I think people should be smart enough to do that for themselves. The game with the 3 Quicksave slots and castle autosave system is very well designed in that regard.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 07:31 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.