Blarg it all! When do we get to play!?
Take your time though, I'm just really exited for this game.
Excellent work devs!
Take your time though, I'm just really exited for this game.
Excellent work devs!
What faction does the phoenix walker belong too? As Ambassador of the Dvar; i claim it for the Dvar faction. Plasma cutters and flamethrowers are useful shaping tools.
Also it seems kind of silly that ranged units can do point blank shots on melee.. They get an accuracy penalty for this or bonus? Maybe the Melee guy should get his counter-attack BEFORE the ranged guy gets his point blank shot? Thats probably some skill already in game though.
The chance of a graze happening is up to 25% of the chance to miss
Code:Chance To Hit | Chance To Graze | Chance To Do Nothing 90% | 10% | 0% 75% | 25% | 0% 50% | 25% | 25%
How can chance to graze be %10 when chance to miss is %10? Isn't it supposed to be %2.5?
How can chance to graze be %10 when chance to miss is %10? Isn't it supposed to be %2.5?
btw, I still do not understand the reason for a vanguard hero to name herself after sliced raw fish.
One thing I would like to suggest, as it recently occurred to me while playing AoW3, is that since tactical combat is going to be more cover based, we will need a better way to see what the environment is actually doing. It can be really unclear what tiles do what, and you only get clues if you have a unit near them to find out.
I would suggest something like: Hold down shift and game tints each hex to highlight if something is destructible, blocks movement, blocks fire, provides cover, hampers movement, does damage, etc.
A tooltip when mousing over each tile would be great too.
One thing I would like to suggest, as it recently occurred to me while playing AoW3, is that since tactical combat is going to be more cover based, we will need a better way to see what the environment is actually doing. It can be really unclear what tiles do what, and you only get clues if you have a unit near them to find out.
I would suggest something like: Hold down shift and game tints each hex to highlight if something is destructible, blocks movement, blocks fire, provides cover, hampers movement, does damage, etc.
A tooltip when mousing over each tile would be great too.
Hrrrmn. So that seems that the maximum damage increase approaches the original damage (resulting in double damage) as R approaches negative infinity.Weaknesses also have diminishing returns, the formula I posted doesn't work for negative values of R.
You need:
D = I + (I x (1 - 0.9^-R))
Oh thank you so much. I wish every game would just give out it's formulars instead of just putting us out there with some random numbers that don't mean jack s...[...] We just give to formula's so people that are really into this can have some fun.
[...]
Oh thank you so much. I wish every game would just give out it's formulars instead of just putting us out there with some random numbers that don't mean jack s...
The defense, resistance and elemental protection/weakness systems of AoW3 seem perfect to me. So I have mild doubts that different can really be better in that area.
on the left, on the unit card, there is a +++ sign, with the words "friendly territory." Does this imply regeneration in friendly territory (and, tangentially, in connected friendly sectors), and therefore reduced or no regeneration in enemy territory (or unconnected sectors?)
If so, that's attrition and supply modelled, which would be a HUGE mechanical change.
DARE I to dream?
Hrrrmn. So that seems that the maximum damage increase approaches the original damage (resulting in double damage) as R approaches negative infinity.