TheScottishAlien

TheScottishAlien

Joined Member # 3567388
47 Posts 305 Replies 21,900 Reputation

i'm just going out on a limb here... why is this in the Demigod Idea section of the forums? would it make more sense for somehwere like General? or maybe even in Multiplayer.. but Ideas? come on people. this might be ment as an idea to solve a problem... but it really should be the in the form: Problm = Bad AI Solution = (insert idea, not opinion)

11 Replies 2,722 Views

i'm just going to throw this out there for argument sakes... and because Nasareth said it first... why not call it Dragon Lord ? huh? [e digicons];)[/e]

24 Replies 5,055 Views

thanx for the feed back and compliments. @JagarJack as far as the 10 min regen time goes on the bridges i though it was kind of reasonable. say a game lasts 40 min then that means that spending all that time destoying the bridges ensures that that lane is protects for about 25% of the game... also with 10 000 HP under its belt and up to 30 000 HP if its the 2nd last bridge then destoying it could take a lot longer than 10 min. but that said i'd really like to hear

12 Replies 56,628 Views

i agree with this topic... the assasin vs general system doesn't really work. most of the DG's are so unique and seperate and putting them into classes just seems redundent. i do, however, have to disagree with those worrying about the idol/minion problem suggesting that assasins need to be nerfed or generals buffed or somehitn else.... currenly the only thing seperating generals from asassins at the moment is that generals have their own minions (and idols

19 Replies 4,238 Views

this is going be kind of a bump, but watever... anyway this topic came up a few back with a brilliant idea from Innovic a few weeks back. basic idea is that instead of recipes we have "upgrades" where item build into better items. best to just have a look. enjoy NO COMBINE RECIPES - This instead! (PICTURES OMG) - Also, reduce clutter! </

7 Replies 2,043 Views

I feel a better solution to rage quitters is rather than remove the AI, or improve the AI or impliment some elaberate voting system. is simply to make the AI play defence. plain and simple. 90% of complains about AI is that the feed like crazy. so by simply not having them suicide into the most fed player every time they spawn and just stay in base and farm grunts makes much more sense. this also wouldn't effect the overall outcome of the game (as much) since t

116 Replies 371,414 Views

YES! Genius! if we weren't seperated by the internet apart i would kiss u [e digicons]:')[/e] This makes so much more sense. i was trying to figure something out with the gates and an extra portal in there somewhere but ur idea is so so much simpler and neater! not only does this fix the problem of unchallanged grunts... but it also fixes the flag holding problem. unfortunatel it too late for me to start doing more thinking about this but first

6 Replies 39,128 Views

i also thought about this a bit... here is the post with my 2 cents in it. enjoy [e digicons];P[/e] AI Behavior Selection

3 Replies 918 Views

@ZehDon thanx for the feedback and sorry for the poor linguistic skills. anyway my thoughts on the hard comeback was that since the two flags closest to you base control the gates opening the enemy middle and closing off their Cross Path. in this way any big push down the centre could be quickly stopped by pushing and capturing either of the flags, effectively cutting their renforcements in half. however i do understand the problem. @BigAbboTT<

6 Replies 39,128 Views

While reading though the posts i came across one that was talking about being able to change the direction of grunts movements, so that you could redirect them for stratigic reasons. meanwhile i was thinking up new and exciting maps and came up with an interesting idea to mix both ideas. the map in question i've names Gate, enjoy: Map: Gate </p

6 Replies 39,128 Views

if elivated levels to the map were possible the range advantage could be delt with having the height of the bridges larger than the range of the abilities. so say Erebus's Bat swarm has a range of 7 (guess) then that means that the height needs to be around 10. only abilities i can see being able to shoot down would be Reguls's Snipe since its massive already. also, on a side note. Erebus and Torch can already "skip" lanes on some of the tighter ones like Zikur

25 Replies 81,253 Views

ok ok... so looks like bridges might be too advanced for Demigods right now [e digicons]:'([/e] another idea i though thou would rather than briges how about a tunnel system like Dragoran12 mentioned. simply put it would be a 2-way portal on each end of the lanes so rather than them physicly going under the lane they just get teleported to the other side. is that more resonable for the engine?

25 Replies 81,253 Views

@TknTnT i was thinking about some problems liek that... maybe later i'll edit the design a bit so the top and bottom loop have a cross road somewhere in there. thank for the input. @ToxDrawace Sorry for the confusion, all the maps above are suppost to have creeps pushing from both directions. if you look closely u can see that i put a dirrent colour arrow at the other end of the line (this is suppost to represent both creeps) @devvs Does any

25 Replies 81,253 Views

i said in my last reply that i would draw up some designs for a more 3D map. well its up now so check out the post Map: Knot

9 Replies 1,749 Views

Lots of people on the forums have been suggesting new and excitng maps. many want to include map specific effects like rivers and blizzards etc however i feel something that has been overlooked is the concept of 3-Dimentional maps allowing for an added stratigic element of knowing where your minions are going. my first idea is for simply a bridge/tunnel idea where one path crosses th other path but over a bridge. bellow i have some simple designes for this. <img sr

25 Replies 81,253 Views

i like the idea, but agree with Dalzk that this would mean teams rushing giants and fingers of god a lot faster. something that might ballance this would be either to make upgrades more expansive (something like 1.5X more should do it) or to make it a lot harder to get War Score so it takes at least 20 - 30 min to get to lv 10 on your citidel. other than that it would be a nice addition.

26 Replies 109,228 Views

I agree with Tiny4Ever. colour coding would be a nice simple addition to allow for easier communication. however i wouldn't make the whole text a diffrent colour, probably just the name. or even if there was a colour difrence between the light and dark side that might be enough.

5 Replies 1,534 Views

love the idea [e digicons]:thumbsup:[/e] would be a nice addition to the DemiTeam. few ideas and changes thou that i was thinking while reading it. since he is a big blog... and it almost nothing else then i think having high armor is kind of silly. natural armor is only really reserved for those with really thick skins... not transparent slime. on the conterary i think if he was to have armor it would be very low. however to compinsate for this s

13 Replies 53,046 Views
Reply to Stats in Demigod Ideas

yes they are already seperate. if u click on rank in the custom game lobby it will show ur cutom game stats and there is a tab for panteon stats

2 Replies 915 Views

something i would liek to see would be a map where the paths twist in and over each other. rather than a very 2D map that if drawn on a napkin we have very 3D maps with bridges and tunnels going up and around. (if i get a chance to pull out my tables it'll draw up a few designes later today)

9 Replies 1,749 Views

he's saying they were suggested... as in another post somewhere. as for punishment i like the idea. coming from DotA where 9/10 doctors are rage quiting dicks i feel ur pain. the times ban is a good idea however i think its shoul expidensaly increase for repeat offenders. so for example if u get a time time out 2 or 3 times in a 24 hour block then instead of 10 min it ups to 20 min... and then 40 min... and 90 min etc that way its got much more impact

2 Replies 869 Views