For the devs it would be a breeze, just have 4 different items that appear the same to players and put each one into each appropriate map with the description "Makes capturing the flag harder for enemy forces".
Cactusmail
The scaled demigod really makes sense. Encourages cooperation and is very simple (you could explain it to noobs in one sentence in a toolip in the game). If you make mechanics too complicated people will be turned off. ( I think Aspartem's suggestion about item recharging would be interesting to apply to everything consumable-with va
OK well, won't let me edit so sorry about the double post... Just wanted to ask people why they are against the various versions of creep collision, quite a few have risen the issue but nobody has explained why?
[quote who="AnnihilatorX" reply="13" id="1883223"] Remember in SupCom how your group of enegineers would play bumper car with each other? [/quote] Yeah that stuff was just plain silly, I was thinking of the more usual RTS standard where units just go around eachother. It does sound like people are against bumping into creeps at all though. A good compromise might be; the soft spreading for friendly creeps, all demigods and your demigod vs enemy creeps collide. I still
Every time I come to the end of a game it seems my normal attack is doing so much damage so quickly it leaves most of my abilities obsolete. So I tried only getting the very best of every demigods skills (1 or 2 only) then switching to the +ability skill and it seems to be way more effective than leveling properly. So my suggestion is to have skills be synergistic to your 'stats' so they scale more late game. Probably early for balance suggestions, just wanted to get others opinions. (tried s
Original poster has great idea /signed
I definitely hope they go for collision with everything. Colliding with the creeps adds a huge strategy element to being on the front lines. It also makes being in the fight a lot more chaotic and dangerous. The battlefield becomes more strategic when you don't have 100% unfettered movement (chokepoints start to actually mater, and sneaking behind enemy lines becomes useful) as it is I feel like a ghost floating around, doing damage to whatever I want-wherever I want, in the equivalent