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Author Topic: Telepath Tactics - opinions  (Read 84739 times)

CraigStern

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Re: Telepath Tactics - opinions
« Reply #480 on: April 22, 2015, 09:09:33 AM »

Ha, pretty much. :D
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bugfartboy

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Re: Telepath Tactics - opinions
« Reply #481 on: April 22, 2015, 09:13:00 AM »

I can't help but wonder if I could script something for that. Speed/movetype limitations based on items carried, used, and equipped. I think I'm going to look into this, now.

Although I have no idea how a shadowling would get around, if not by floating. Are shadowlings substantial enough to roll? I'd hope so, if they're substantial enough to carry all of that gear, even if one does give them access to hammerspace.
« Last Edit: April 22, 2015, 09:16:06 AM by bugfartboy »
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SmartyPants

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Re: Telepath Tactics - opinions
« Reply #482 on: April 25, 2015, 03:33:15 PM »

Telepath Tactics and Fire Emblem have weapons break after many uses.  While it is realistic that weapon wear and break, I don't understand the point of the breakable weapon as a game mechanic.  I find it frustrating to spend most of my gold on spare weapons instead on more interesting things such as armor and gadgets. Is there some balancing effect to this game mechanic that I'm not seeing?

CraigStern

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Re: Telepath Tactics - opinions
« Reply #483 on: April 25, 2015, 05:56:31 PM »

It adds a resource management element to the game that isn't present otherwise. It forces you to make hard decisions with your available funds, it forces you to scavenge supplies off the battlefield whenever possible, and it incentivizes efficient fighting (sticking around a battlefield and grinding for experience is going to put a strain on your equipment).
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Thaecrasis

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Re: Telepath Tactics - opinions
« Reply #484 on: April 25, 2015, 07:22:46 PM »

Exception to that is simply surrounding the last enemy of the map and shoving them around, then healing whoever he attacks; exp all around with no weapon damage :P
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LightningLord2

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Re: Telepath Tactics - opinions
« Reply #485 on: April 26, 2015, 08:51:53 AM »

What's the point of "Bases for Generals"? It seems to be promoted units instead of default ones, but their stats are identical to the unpromoted ones.

EDIT: Nevermind, it's a difference in Generals mode. Would love to see a Generals mod where you can choose which base classes your General can recruit (maybe even one where you start with just him and need to build up your army using his skills)
« Last Edit: April 26, 2015, 09:39:57 AM by LightningLord2 »
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SmartyPants

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Re: Telepath Tactics - opinions
« Reply #486 on: April 26, 2015, 10:51:07 AM »

It would be nice if I could scroll over a character and see how many counterattacks he or she has. It seem like more work than it should be to right click on every enemy to see if they can counterattack or how many counterattacks they have left.

Senteria

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Re: Telepath Tactics - opinions
« Reply #487 on: April 27, 2015, 07:46:47 AM »

Quote
7. found and fixed typos in the Meridian rescue mission that unintentionally rendered the task of killing all enemies much easier than I had intended. (Unless you’re a tactical genius, you’re basically supposed to flee the battle at some point.)

Killing them all was really hard though! Does this mean I'm a tactical genius?  :o
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LightningLord2

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Re: Telepath Tactics - opinions
« Reply #488 on: April 29, 2015, 03:17:39 PM »

Would it be possible to implement a recruitment/shop dialogue that's easier to edit? So that all you need to set up is the buyable recruits/items and you're good to go.
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bugfartboy

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Re: Telepath Tactics - opinions
« Reply #489 on: April 29, 2015, 04:01:07 PM »

Would it be possible to implement a recruitment/shop dialogue that's easier to edit? So that all you need to set up is the buyable recruits/items and you're good to go.
After taking a couple good looks at it, my answer would be "No."  While you could definitely stream-line dialog to require less input from the player, the actual process would be tricky to simplify further without losing functionality.  In reality: as long as you take a few minutes to understand how the shop dialog actually works, it's not too difficult to modify.
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LightningLord2

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Re: Telepath Tactics - opinions
« Reply #490 on: May 05, 2015, 01:27:55 PM »

Small request for future update: How about a single six player map? I'm a little confused that there's a 3v3 mode in the menu but you can't play a map it's suited for.
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CraigStern

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Re: Telepath Tactics - opinions
« Reply #491 on: May 05, 2015, 02:14:19 PM »

Ahhh, right. I actually had a couple of 6-player maps (Archipelago and Hotfoot Cavern), but I wasn't happy with them, so I nixed them from the release. I'd really be curious to see if any of you guys can do a better job than I did and make a 6-player map that's genuinely good. ;)
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bugfartboy

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Re: Telepath Tactics - opinions
« Reply #492 on: May 05, 2015, 02:16:39 PM »

Hotfoot Cavern
Yeah. Hotfoot Cavern was... not your best work. :P Too many bridge tiles.
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LightningLord2

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Re: Telepath Tactics - opinions
« Reply #493 on: May 07, 2015, 09:08:59 AM »

Also, I'd like to have an army setup option that brings up the deployment window for each player so you can place your dudes where you want them to be. Leave the setup option as it is right now, though, in case you want a faster game. However, I find it hard to plan my team when they might end up in a bad formation since I don't know where which unit will go on the map.
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bugfartboy

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Re: Telepath Tactics - opinions
« Reply #494 on: May 08, 2015, 02:37:24 PM »

Quote
--added a sound effect to the game so it's really apparent when a character's weapon breaks.
Why not just pop-up text?
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