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Old January 17th, 2004, 08:54 PM

MogulMogul MogulMogul is offline
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Default Suggestions for a V3.0

Liking the game but as a fan of mogul games I can see how the game got a 6.4 reader score at gamespot when the concept is clearly a 9 or 10. I don't like gamespot, btw.

One of the reasons I enjoy mogul games is because of the combination of character development and speedy macromanagement. RPGs have a lot of character development, but bog down in micromanagement. Micro is necessary in RPGs because you spend so much time dealing with those micro-differences in combat where you need to win every fight. This game doesn't require you to win every fight, so you can get away with less micro.

That said, I propose some features that add more character customization, increase macromanagement, and generally speed up the game while delivering more content.

Suggestions -

* Add a weapons/armor system - I recommend a rochambeau-type with slight bonuses system rather than a pure +2 to hit 1d8 dnd-system. Weapons and armor really allow you to customize your character and gives you that RPG feel. Add damage to armor and prize matches and you have a totally different game. Also, I recommend rochambeau because otherwise it'd be too easy to just pick the best weapon and give it to your fighters, no thought required.

* Cut down season days to 30. 40 takes way too long. An average baseball mogul season using minimal micromanagement takes 20-30 minutes. A season in coliseum takes 2-4 hours. If you want to see how your guys progress and deal with the contracts and all that, it really is a long period of time to wait, and that should be the bulk of a "gladiatoral management" game.

* Have an option to skip the text-fighting and show immediate results - I know people love the fight dialogue, and I'm not saying dump it. An option to skip directly to results, would benefit macromanagers and rapid character developers like myself.

* Add a Dungeon/Quest Training option - I agree with previous Posts on training being too slow. How about in addition to speeding it up, add a new training method where you send your fighter off to a dungeon or quest. At a dungeon/quest, the fighter is gone for a set number of days, but will have much higher odds of gaining statistics albeit risk being injured/killed. With the weapons system, they can take back loot they find in the dungeon.

* Add beast fighting in the arena - Usually gladiators fight beasts in addition to fighting other gladiators. If you're running low on cash, why not schedule an additional fight against beasts with a second fighter. In this case - the beast usually goes for death, so you have to pick a fighter with great odds to win the fight.

* Increase size of free warrior pool and retain old warriors in the pool - When finishing the season and re-signing players, those that refuse to sign are removed from play forever. Besides being thoroughly disappointing, this breaks the age factor. i.e. What's the point of hiring a 16-year old warrior, if he decides not to re-sign, so you never reap the benefits of his golden years.

[ January 18, 2004, 05:28: Message edited by: MogulMogul ]
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