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should still build up some watch towers in each of your outposts tho. gonna be some moderate groups of undead thatll spawn at each of em.
(Not my best attempt, just loading up a save game to show - usually there are about twice as many units on my screen)
http://steamcommunity.com/sharedfiles/filedetails/?id=1206417049
Moments later..
http://steamcommunity.com/sharedfiles/filedetails/?id=1206417090
I think I just have no idea what I'm doing.
An area effect ability like a fireball not only does lots of damage, but its really easy to throw down into the middle of a fight or at the ranged units or to hit a unit blob before an attack. However on the flipside heroes with power hits and other single target powers are far harder to control; you can't as easily get them to use their ability since the battle moves so fast and even telling one unit from another isn't perfect (seriouly you have to zoom in quite a bit to even really tell that the non-humans are riding anything but a horse).
I think thsi results in warrior or archer heroes being seriously underpowered; whilst mages are very much overpowered in battle. I think single target abilities are a neat idea; but for a general battle would be better as a simple auto-attack abilities. That way your hero is still powerful agianst a single powerful character, but can also bring their abilities to use during the general madness of combat against multiple units.
Warriors seem to be a bit less useful in combat, but they are able to do lots of damage to buildings and repair / enhance your own buildings, which can be helpful.
This is all specualtion since we haven't seen the full skill trees.
Instead far better that they activate on their own and the player is then given more free time to control units and area effect abilities. Plus it gives you a reason to take more direct damage heroes (archers/warriors) over area control mages.
One thing I agree about Warriors is that using their target specific skills is a bit hard in combat vs enemy armies, but remember, you're not only fighting against armies in Spellforce. There are going to be tough monsters that you have to fight and I think having a strong Warrior to soak up damage and interrupt their AoE attacks could be useful.
I think Warriors are going to be more geared toward support than just direct damage and looking at their skills, that seems to support my claim.
As for pressing alt I'm of two minds about that - Spellforce just doesn't lend itself to the idea that the average gamer should have to slow down time during battle; and strongly suggest that battle speed itself is at fault.
I would hazard that the reasoning is that they want part of the MP pie and that generally lends itself toward faster and faster gameplay over smaller scale maps with more chokepoints - which is pretty much what they've given us.
The cart system; for example, is a really neat idea except that the style of maps means that raidin them is likely never to really be a thing because you're unlikely to move past outer settlements as they'll always be better to capture for their richer resources.
Cart system would have been better over maps more akin to say Warrior Kings Battles style maps where you had large open areas and thus far more potential to raid (although saying that WKB you tended to keep your farms close to your main town anyway so raiding never quite worked ideally there; except during a siege when it would shut you off from your farms and food supply).