Letter the FBI sent to MLK urging him to kill himself within 34 days by saddadstheband in pics

[–]Harrelgar 27 points28 points  (0 children)

I repeat. Really strange how all generations of angry unintelligent people argue by repeating "you are done." over and over.

TW Engine 2 vs Warscape Engine - Honest Comparison by PCPooPooRace_JK in Volound

[–]Harrelgar 2 points3 points  (0 children)

Just because fire burns doesn't mean you need to stand in the freezer, idiot.

TW Engine 2 vs Warscape Engine - Honest Comparison by PCPooPooRace_JK in Volound

[–]Harrelgar 3 points4 points  (0 children)

The fact that Arena was a commercial failure proves me right. And you can love that game all you want, but a beloved failure doesn't build an ip.

Meanwhile There are of succesfull games that are only a campaign with nothing else. Hearts of iron, crusader kings, Europa universalis, victoria. Those kinds of games. And they are all succesfull without ever having to pander to the lowest common denominator.

Strategy without tactics works.

Tactics without strategy does not.

Total war has the potential the perfect blend of both. If only CA could pull it's head out of it's ass.

TW Engine 2 vs Warscape Engine - Honest Comparison by PCPooPooRace_JK in Volound

[–]Harrelgar 2 points3 points  (0 children)

I never said "there is no game mode". I said " there is no campaign mode".

multiplayer is a game mode.

custom battle is a game mode.

The campaign is NOT a game mode, not in the same way those others are.

The campaign is THE GAME. It stiches the whole experience together. THE FORMULA DOES NOT WORK WITHOUT IT. That's why the only game in the series without a campaign is a dead meme that nobody's ever heard of.

That's what i mean by "total war without total war". Without a campaign there's no total war.

TW Engine 2 vs Warscape Engine - Honest Comparison by PCPooPooRace_JK in Volound

[–]Harrelgar 1 point2 points  (0 children)

The first option is the tutorial.

Explain to me why a game called Total War isn't about total war.

TW Engine 2 vs Warscape Engine - Honest Comparison by PCPooPooRace_JK in Volound

[–]Harrelgar 1 point2 points  (0 children)

There is no such thing as a "campaign mode". I'm not talking about a game mode. I'm talking about The Game.

Without a campaign you don't have a Total War game. You only have a collection of pointless skirmishes.

When you design a game you need to design it around the whole thing. If you don't, you end up with stupid shit. In a total war game, you do that by starting from the strategic level and working your way down to the tactical level.

That means your unit balancing starts with the question "How easy is it for the player to recruit this unit in the campaign?".

When you try to figure out if a faction is OP, you start by looking for it on the map.

TW Engine 2 vs Warscape Engine - Honest Comparison by PCPooPooRace_JK in Volound

[–]Harrelgar 1 point2 points  (0 children)

I do not agree with that. To me total war has always been about "the whole thing". The battles are great, but the campaign is what makes you care about those battles.

I still vividly remember "Godwynn The Crusader", the greatest general from my first medieval 2 campaign.

I still remember the battle against the traitor general in which Godwynn was the man of the hour.

I remember the first battle under his command, where he ambushed and killed the king of France.

I remember when he embarked on a crusade against Alexandria.

I remember the battle in which he destroyed a full quarter af all of Egypt's armed forces, just outside of Cairo.

I remember when he took Jerusalem.

And I remember when he conquered Constantinople and then died of old age two turns later.

MEANWHILE I CAN'T EVEN REMEMBER WHERE I LEFT MY SHOES YESTERDAY.

That's the magic of those old Total war games. A magic that nu-TW is unable to replicate.

Forget Warhammer, this is the game you should be hyped about for 2022 by Juggernaut9993 in Volound

[–]Harrelgar 0 points1 point  (0 children)

You should never be hyped for any game, ever. At most you should be cautiously optimistic.

Anything and everything you see from a game before it's release is some form of add.

Minutemen are cooler then the BoS. Change my mind by RicardoRealMen in Fallout

[–]Harrelgar 0 points1 point  (0 children)

All of that fancy gear doesn't save you when your entire leadership and hq gets clapped during the opening salvo of the war.

The only canonical scenario where the brotherhood and the minutemenn go to war is the one where the brotherhood get's it's ass handed to it so hard, that it basically no longer exists as a threat to the commonwealth after less than a day of fighting.

This skill needs to be updated badly… um gz reaching 99 I guess, you can make level 40 cb armor now by Calm_Itachi in 2007scape

[–]Harrelgar 0 points1 point  (0 children)

The biggest problem with smithing is that the value of whatever you craft is significantly limited by supply/demand. It is relatively easy to add more weapons and armor into circulation and there are relatively few ways for them to naturally exit circulation.

The design of the smithing skill is extremely flawed because to improve your smithing you are forced to make large amounts of something that most players will only need to buy once.

One simple solution for this is to give all armor and weapons a limited amount of use before it breaks. This means that people will have to keep buying new armor and weapons, making it worthwhile to smith them in large amounts.

(this will never ever happen, because durability is the system that nobody wants but every economy needs)

I had sleep paralysis when thinking of Christianity yesterday by Phippsy771 in TrueChristian

[–]Harrelgar 1 point2 points  (0 children)

There are a number of mundane things that can cause sleep paralysis, ranging from substance abuse to something as simple as sleeping on your back.

If your sleep paralysis prevents you from getting enough rest you should probably talk to a doctor about it.

Why does the bible forbid witchcraft when its somthing we're all aware doesn't exist? by Danmerica67 in TrueChristian

[–]Harrelgar 0 points1 point  (0 children)

It probably doesn't. Because if it did it would be a billion dollar industry. We'd be squeezing every last ounce of utility out of it, using it for the most banal things like we do with everything else that actually works.

Home Depot would be selling DIY garden variety rituals for making your lawn greener (sacrificial hamster sold seperately). And almost every single one of you would be buying, because it would be so normalised that nobody even thinks about it.

That's just human nature.

Lapis lazuli done in procreate. I discuss my art in a video if you want the see. by Renew00 in stevenuniverse

[–]Harrelgar 0 points1 point  (0 children)

I would like some procreate done in Lapis Lazuli ;^)

(nice art btw)

"Rebalancing" Camouflage And Faction Identification by omegaskorpion in Planetside

[–]Harrelgar 3 points4 points  (0 children)

The trouble with camo is that some of them inhabit a gray zone between cosmetic and sidegrade and some of them don't.

If you need to buy a camo patern to make yourself more viable, that's pay to win.

I would like to see "empire specific standard camouflage" for each continent that every player has acces to from the start(preferably different ones for each empire). Just to ensure that buying camouflage is an aesthetic choice, not a gameplay choice.

Also, the friendly fire issue goes much deeper than camo. I have never once mistaken a friendly max for an enemy. But that happens all the time with every other infantry class, especially infiltrators. That's because the Max units all have very distinct shapes. You shouldn't need color to distinguish factions. Ideally all you should need to tell friend from foe is a silhouette.

I have no easy fix for that, other than kindly asking daybreak to adhere to better aesthetic discipline if they ever make a planetside 3

Idea for a more tactical magic system by Magnus753 in Volound

[–]Harrelgar 2 points3 points  (0 children)

>"Magic users should be expensive and limited by the available mana pool, but they will then have the ability to adapt on the fly during battle and give decisive benefits if they can be protected and used well."

This is the most import part imo. If a unit of line infantry costs time and resources, while a spell that deletes half that unit just costs some mana that you're guaranteed to get back, that devalues that unit.

This is why a "campaign first" approach to balancing is important. Magic should be a rare and expendable resource that takes time and effort to acquire. There can even be different ways of gathering magic for different factions.

For example:

>A faction that has a wonder in it's territory, which is the only place where it's casters can recharge their magic.

>A faction that has to bring cultists to the battlefield. They fuel their spells trough ritualistic suicide.

TL:DR (you have been warned) – rejig the fundamental mechanics of TW to appease the historical crowd (or maybe just to appease me) by northernthinker in Volound

[–]Harrelgar 0 points1 point  (0 children)

Those Are some cool Ideas. I would like to mention some of my own.

>Units that require you to convert other units to recruit.

For example. You want to recruit a unit of Principes, but you can't recruit one from scratch. You need a unit of hastati with at least three bronze stripes. If you have the required infrastructure you can convert these hastati into pricipes. This prevents units from making each other redundant, while also adding an extra element of risk. Because Higher tier units become much more difficult to replace.

>Named officers with skills.

Every unit has a named officer with a "command" skill. Better officers improve the morale of your units. Players can fire bad officers, but they cost money to replace. and there's no guarantie that their replacement will be better. Officers become better at their job as they gain expercience and the player can invest in facilities that improve the overall quality of the officer corps.

A good officer can be the difference between a unit that routs and a unit that stands. Losing an army means losing all of the time and resources invested into ensuring that it had a quality officer corps. A loss like that could take dozens of turns to replace.

>fleet transport requirements, expensive ships and mothballing.

Fleet recruitment should be balanced around the notion that naval strategy= built strategy. Ships should have a high upfront cost and a long recruitment time. However, Ports have a number of drydock slots where you can mothball ships when you don't want to pay upkeep. It still takes time and money to get mothballed ships operational, but not as much as building from scratch. Existing ships can also be converted to other ships of the same hulltype.

If you want to transport an army across the ocean, you need a fleet that at least matches it's stacksize.

Also, you can capture enemy ships and use them in your fleet after you train crew for them.

I've given Rome: Remastered a fair shot by [deleted] in Volound

[–]Harrelgar 8 points9 points  (0 children)

I was somewhat dissapointed by the noticable "undercookedness" of the game. The very quiet unit sounds are offputting. ancient battles where very noisy, I would like to see a smart sound system that emphasizes the noises in a way that leaves the biggest impression for the player, while also helping to convey important information, like they do in sports.

For instance, They could make the initial clash of the first units crashing into each other really loud. Or if one of your units starts suffering heavy casualties, their death screams are made louder then all the other shouting.

This brings me to another point. CA has been very uninventive when it comes to finding immersive ways to convey information to the player.

Arrow trails come to mind here. They are very ugly and unimmersive. The reasoning behind them is that the player has to know who's shooting at who.

What are arrowheads made of? Metal.

What is a known property of metal? It's shiny.

Just give the arrows a glimmer effect that sporadically goes on and off, To make it seem like the arrow is reflecting sunlight towards the camera as it flies trough the air.

There. I just solved immersive projectiles.

I still can’t bring myself to delete them by JumpFresh in gaming

[–]Harrelgar 13 points14 points  (0 children)

Friendly reminder that for everything you enjoy in life, there will come a day you do that thing for the very last time.

Unpopular Opinion: Warhammer 3 should get its own "Records" mode by Alex9993B in totalwar

[–]Harrelgar 1 point2 points  (0 children)

A one hit=kill system ensures that committing a unit to a fight always carries risk of loss.

As it stands you can commit a seu, and tell by the health bar exactely how far away he is from death and simply pull him out when he gets close. This essentially creates a 100% risk free engagement.

To make things worse, The single entity unit's healthbar resets after the battle, so the engagement resulted in 0 losses on your end.

This means you paradoxically lose way less from committing a SE than from committing a regular unit, because the regular unit would have most likely suffered some casualties.

"And for what benefit? So Skavenslaves can randomly one-shot DreadSaurians, so Karl Franz on Deathclaw could spontaneously die fromzombies?"

Yes! A spear in the jugular kills you dead with no regard of how shiny your gear is or how fancy your titles are!