Apologies for sounding nit-picky, but force multiplier refers to having an ability which makes already existing conditions more effective. Playing on tiny maps like we do already, more health for mobs just means more turns to kill them and little else, meaning a slower/longer game.
I Play volleyball. Upping the score to win a game to 40 instead of 20 would just drag the game on. Having a system that say, gives you extra points for win-streaks would make the game deadlier and make people concentrate more, especially when "critical points" come up.
I'd have no issue with your idea when playing in real-time, but long turns would kill any fun factor.
I's personally rather see combats increase in mechanics involved. Rather then say 6 rats with more health, a "boss" - say with 4 normal rats - that gives bonuses to the other rats while it's alive would focus the players more then just more damage to deliver or tank.
If the focus of the "miniature" combat involved is shifted simply from applying high dps to actually finding tactical ways to manage the mobs, it would make the single move per hour/day feel more meaningful then simply picking a new target every time you log in, and "just more health" could just drage the combat over more days, while a short brutal engagement that wipes the party in 4 rounds would force players to try new approaches.
Just wanted to point out that if "larger maps" that involve exploration ever get made, unless the players, on those special maps, get multiple turns to get stuff done, you could use up a week of 1 turn/day moves just to look around.
In most pen and paper modules, players don't normally split up. Doing so is usually suicide. One of the few times we had the party split, we fought in a city, and my Ranger kept to rooftops and kept LongDoor'ing around as there was a NightBlade chasing after me. Staying put too long meant arrow shots being triangulated, followed by an Artifact level shortsword through both lungs.
I would like to have larger maps, but I'm not sure under what conditions you'd use them in a computer turn game because of engine limitations.
If NPC's were also in action, that would make perfect sense, like a small castle gate siege, or players were trying to kite/herd mobs around, or terrain offered advantages due to positional spots, like high balconies, or behind barriers, or players had to cross terrain under long distance fire etc etc and all of these would be highly situational and rare events.
Simply having expanses of terrain walked across for little strategic reasons, or only to trigger random mob encounters seems a waste.
I'd love to see players having a larger map for example where they have 3 turns available to set themselves into position to set up an ambush, but that would be once again a plot driven map, rather then some generic explorable zone.
I'd rather the stealth stay as is it for the time being. We already have limited options in combat and it's random already, and having one of your 2/engagement powers being nullified by a totally random dice roll - and sometimes you get one move per 24 hours - so what in fact would have happened is that your Rogue just spent 3 days sneaking to a mob, just to get spotted because 5 mobs on grid each make a random roll and you got unlucky.
You could add mechanics such as "Lose Sneak if in contact with 2 mobs" or "cant Dash past opponents without losing Sneak" which is tactical, not random, and more logical game wise.
For the record, there is quite a few email monitoring tools apps available that watch your mail and can even make your phone ring like a phonecall, like this one https://play.google.com/store/apps/details?id=com.willdev.mailalert&hl=en which probably will work better then any custom tool the devs of Conclave can come up with in short notice.
Having a ringtone wav file that says out loud in your own voice "It's your move in Conclave" (I have one that sais "Its time for your medication" - I have a heart condition and use Google Calender) would def get your attention better then a game option.
We’re considering giving the party leader responsibility for selecting quests in the final release of the game. We might give them a few other privileges as well, such as breaking ties in voting. We don’t plan to give them responsibility for handing out equipment, however; we want each player to have full control over his or her character.
In my opinion, I don't personally believe that mission choices should put players into "safe" or "dangerous" choices. The choices should simply branch the mission into other parts of a quest that is simply different, otherwise entire sections of quests would get ignored once players memorize optimal paths.
It's more logical to have one branch that goes to a tavern brawl and one to a forest fight just so that players that know both branches could just optimize a little purely based on party makeup, or go to one tougher fight to save time on 2 smaller fights on another branch.
You want players to enjoy playing through a quest and see all the ins and outs, and if you min-max paths, lots will be skipped, and with lots of branching, some quests could have LOTS of replay ability.
If players could choose to place their character under another player control (say to go to the bathroom or whatever) that would also allow them to give control to the party leader.
I cant see a full date+time in those windows. Is there such an option? If we could see exactly when people have talked or done things we would have time feedback on when its more likely we get more action.
The main problem is that without strict conditions on what can be done, some individuals would make "farming" adventures or create content with bad language, or impossible quests, I've seen this happen elsewhere.
There would need to be selected people to "prune" the adventures and vote them in for dev approval first, so they can be placed in game.
Technically speaking, doing an "alpha" on mobs or party members IS the best tactic, as 4 half wounded wounded things are more dangerous then 3 healthy things.
If anything, maybe players in line of sight could act as partial cover, or some applications of skills could cause rage effects that make those mobs want to target the character responsible, and that could be one aggro mechanic.
There is always the chance that someone might have an issue, like a PC playing up, or a dog that starts eating the couch and people need to run without saying "AFK", if the "Real Time" was a tick box that would untick after say 5 minutes inactivity, then it might make sense. Maybe I'm not understanding your idea correctly, so you might need to explain it more.
Would it not make more sense to have the "stats" only come up when the creature image is clicked in the top right hand side in the main mob panel? I always get the same box clicking either the creature tile or the creature info box up top, so unless there is cases where they do different things, it would seem more logical.
Also, any reason why the health points can't be show all the time in any panels? The health bar is great, but some weirdos like me like numbers better :) Maybe as an option? Choose bar or numbers.