Master_Lame

Master_Lame

Joined Member # 386219
0 Posts 0 Replies 144 Reputation

One of the major issues with space strategy games is lack of terrain obstacles - attacking forces can come from any angle. That's alright on smaller maps or early game, but on large maps with late game - with hundreds of fleets, the gameplay becomes much less strategic and a lot more chaotic. What I want to see is a special type of large map that is has tight clusters of stars which are connected to other clusters by wormholes, and the space between clusters being almost impossibl

1 Replies 7,493 Views

If rendering gets in the way of gameplay, I want to nerf rendering. I always thought enchanted roads in MoM were too overpowered. They should have just been 2x or 3x speed of normal roads.

15 Replies 10,582 Views

it would also be interesting to have some "light" units that are able to pass thru rough terrain (mountain, swamp) while "heavy" units are unable to enter those. It would create some interesting strategic situations

3 Replies 4,872 Views

I think for game balance, there should be stacking penalty for invoking same spell multiple times. That way people are encouraged to use different spells each turn, or at least pick different one after 2nd or 3rd time. It would encourage variety and reward people who have wide arrangement of spells.

10 Replies 4,880 Views

Hi, I got interested in this game when I heard someone is working on a remake of the old Master of Magic - one of the fist games of its genre. In many ways this game has done great, but I feel that the magic system falls short of what the original Master of Magic had. I don't expect the magic system to be same as in Master of Magic, I just want the same level of complexity and thought put into it. Here are some specific points: 1) th

0 Replies 2,072 Views

I'd be happy with such new customization options. My only concern would be how they effect AI performance. AI should be smart enough to take advantage of such options and try counter the player better.

7 Replies 6,975 Views

I think the AI takes the view that it rather have a non-enemy have the resources than the enemy. Frogboy, this would be okay on "normal" difficulty levels. But on higher ones, AI should seriously think who is likely to grab this resource after it destroys the starbase. If another AI can grab it, then ok, but if player can grab it, then not ok.

13 Replies 11,358 Views

I'm sure there are many examples of AI doing something silly, I want to mention this one: When 2 AI players are at war, they often attack each other's resource mining starbases. This is good, of course. But, what they don't realize is that I know that they are gonna do this, I have my constructors waiting at starbases of warring nations. So when they free up a resource by destroying a starbase, I quickly take it. I maintain peace with both nations and get away with it just fine.

13 Replies 11,358 Views

Hi, I like this game and all, and I try to play on "tough" and higher difficulty levels. In general, the game has 2 major intervals: 1) from start to med-game: usually AI is very strong during first stages. Unless I get some luck, I'm pretty much crushed. 2) med-game to end: either I am crushed or I'm getting way ahead of AI, and while AI players are not that far behind, they really have no chance of beating me individually. So, I was wondering if it'

6 Replies 8,040 Views