Cpt.Awesome

So many Good ideas!

So many Good ideas!

Consolidate them here!

Hey guys, i was thinking we could consolidate our really good ideas here. The Devs really read this forums alot (i hope they do!)?

Forinstance stuff i've seen so far is.

Random match making, rankings, VOIP (especially useful for the random matches)

Destructible terrain and maps. Bridges being destroyed or falling away.

Physics, i mean who dosent want to see the rook sweep a bunch of wee lil mobs off the map hey? I for one would love to see bodies falling down the waterfall on the waterfall map.

Side objectives. Things that you can do such as taking over a large cannon on a map, and then using it to fire into the enemys base or somthing, it starts off neutral and then you can take it over and guard it or attack it.

Crazy cool maps, somone mentioned a map on the moon, how awesome would that be! Imagine the map being peppered by meteorites, nothing to crazy but just coming down ever so often hitting random areas. Or lava based map, where a bridge could get temporarily swept away by lave including the guys on it.

Blood, ya ok thats mostly me, hehe i wouldnt mind seeing red water on the waterfall map xD

Animation/Kill moves, and i think this is a big one for people, regardless of bloodyness or not, i think people really want to see lots of beautiful animations, and things like (someone elses idea) the rook grabbing up one of the smaller guys slmaming him down on the ground adn tossing him out of the map. 

ALIVENESS! I think what were asking for is things to really feel fluid and alive, and interactive! So far from the intro movie, i have been so damn impressed, the animations are so beautiful looking, you guys better watch out your gonna give us gamers too much hope!

Anyone else got any ideas they wanna consolidate?
67,254 views 35 replies
Reply #26 Top
First off, Notice i said some skills. Think of it like this. You have a fireball spell, sure that can auto target because trying to hit a Moving demigod would be a serious bitch and reduce the usefullness of casters. Now imagine your trying to cast an Area of Effect Earthquake/Blizzard/Death and Decay(thanks WarCraft!) If it auto targetted an enemy your area of effect is limited to that unit. But sometimes you don't want that. Sometimes you want to cast behind it-to limit the arrival of any reinforcements or several damaging them. Sometimes you want it in the middle of units so you damage a larger portion of them.

Thats what i am referring to. I don;t see them implementing any auto cast Aura buffs/debuffs negate the need for Autocast and failing that if the target warrants you to keep a casted debuff on it... your going to keep the debuff on it. it shouldn't try and do it for you
Reply #27 Top
hmm, if you've been playing alot of Supreme Commander or Sins of a Solar System, then you will be used to your units handling themselves with minimal interaction from you the user. However, if you've been playing alot of Dota, or War III, or RPG games, you are used to doing everything yourself except for passive skills/auras.

Since Demigod is a marriage between these 2 styles of games (among others) it will be interesting to see how the auto plays out. I suspect that for assassin style demi's, there will be minimal autocasting, while general demi's (particularly their units) will have more auto management.
Reply #28 Top
1) Thumbs down on any kind of auto targeting. I just can't see how it would be usefull. 99.9% of the time, the computer is going to choose the wrong target anyway.

2) The whole "all exp goes to the unit that gets the killing blow" needs to go away. It's archaic and unrealistic to say the least. Example: My rook that's been beating on that tower for 2 minutes hasn't learned a thing, but my minotaur that walked up and took the killing blow suddenly had a tactical epiphany?? Seriously??

OTOH, denying gold from the kill isn't so bad; it still seems silly that I can do 99% damage to the [whatever unit], yet be forsaken by the merchant gods for not getting that last 1%. But then again, the gods in mythology have always been known to be fickle and petty, so it's not that much of a stretch.
Reply #29 Top
1) Thumbs down on any kind of auto targeting. I just can't see how it would be usefull. 99.9% of the time, the computer is going to choose the wrong target anyway.


Where I could see autocasting as ok, are the Demi General units abilities. In other words, as a general, I create 5 arch-angels. Each angel has a heal ability. Instead of tabbing my way through the different angels to heal, an auto heal would be dandy.

Otherwise, I fully agree. I don't think autocast is necessary for the Demi's skills.
Reply #30 Top
You have the EXP killing blow thing wrong by the way. Its which TEAM gets the kill not the unit or player, if I as an enemy demigod can kill my own unit before the enemy can kill it then they shouldn't have gotten anything from it. (Plus the whole analogy of xp = learning is out dated itself, since when do people learn how to spit acid or cast fireballs accurately safely and effectively in minutes)
Reply #31 Top
Man, Synergy is the key

Synergy between the Skills of a Hero ( Like Phantom lancer , Syllabear or OgreMagi in DotA ) , where
- Some skills improve the others ( passive buff on other spells)
- and 2 skills together improve each other ( Ice + Fire Spells like Jooma said )

We can had Synergy with items ( In the way of Aganym Scepter improving Ultimates)

a Jooma great Idea => Synergy between Heroes Skills (Drunken)Alcool Spit + (Firemaster)Spark=BURN
a synergy too with the presence of each other can be fun ( Like the Iceclimbers in Smash Bros Melee)
(when twins are near each others ( Better active capacityes , Passive buffs)

Then , why not ANTI Synergy ( Firemaster Dealt Damage on time(melt) to IcyGirl when they re re side by side , and Icygirl reduce Damage of Firemaster Blast(humidity) , even if they are in the same team )

Map Interaction , like with Rook ( Towers + Beam of light) , we can use Trees, Stones , Towers , Clouds , Light/Shadows , wind , Magma advantage on volcano Map , or Air on the floating Island

And finally , we have Commanders/Assasins , why not Synergy between them ,
undead Commander giving a Buff to the DarkKnight when this one is near Undead troops
and Unclean Beast poison Unbuff QueenOfThorn Living Ents Troops
Reply #32 Top
On the one hand, I trust GPG and Stardock to balance well.

On the other hand, if you go too far with synergy you get Guild Wars Syndrome, where team composition becomes much more important than individual skill, and that's not desirable.
Reply #33 Top
On the other hand, if you go too far with synergy you get Guild Wars Syndrome, where team composition becomes much more important than individual skill, and that's not desirable.


lol ya very undesirable indeed. that games pvp is absolutely terrible lol.
Reply #34 Top
You have the EXP killing blow thing wrong by the way. Its which TEAM gets the kill not the unit or player, if I as an enemy demigod can kill my own unit before the enemy can kill it then they shouldn't have gotten anything from it. (Plus the whole analogy of xp = learning is out dated itself, since when do people learn how to spit acid or cast fireballs accurately safely and effectively in minutes)


Regardless of what experience represents, the fact that the last hit means everything and all previous hits mean nothing is silly at best.

I like the synergy idea, but I fear that it could require ridiculous levels of balance.
Reply #35 Top
Au contraire. Its PvP is fantastically deep--it's just a significant part of whether or not you win is determined well before you enter whatever arena your in. It's not a bad mechanic, if you have a bunch of friends, but it makes it very difficult to be both a casual player and effective in PvP (discounting Alliance Battles).

Will I have to argue that casual appeal is a good thing?