I'm impressed with the community feedback that StarDock has been getting these past 10 days, and I'd very much love to see more. Despite is many, many, many flaws - Fallen Enchantress is proving that StarDock is going in the right direction towards improving Elemental. Yet the question I have to ask is this, just how far are they willing to go to make a strong product? Will StarDock just accept the lowest common denominator or take and honest look at what is working and scrap large chunks of the product to be rebuilt better?
One of my biggest hangups of course is that Elemental doesn't fit into StarDocks manifesto, and never did, and likely never will. This game is impossible to run on low end systems, especially end game. Oh sure you can run the cloth map, but seriously - let's not use that as a crutch here. The look of the game is pretty poor overall, and the worse of it comes in the Tactical Battlefield. But despite looks, the system itself feels flawed at the very core. Some people may feel otherwise or think it fine, but each time I play it the whole experience feels wrong to me.
The system feels way too simplified, even now. And I don't just mean AI, there isn't a whole lot about it that feels very tactical. Perhaps I'm just spoiled by Warhammer Fantasy Battles Table Top and find that to be one of the most engaging and difficult turn-based models I've ever encountered. With that in mind, my opinion is driven to believe that the tactical battles need to be totally re-designed.
Everything begins with the map and its makeup. For starters, the maps feel too small and not very rich or interesting. The Camera doesn't move well in this space, and the UI doesn't like it when you change the angle from the one it recommends to you, especially when you try to target units after turning the camera.
I don't think Squares is how we should perform our movements. Positioning and layout is very important on the battlefield, and the current Tactical element doesn't include any of that. If anything the current Tactical Map feels like a Glorified Turned-Based RPG battle - I'm talking Final Fantasy Style here. Just with more units littering the area. This has to go.
Initiative and Haste? Bad ideas from the very start, the whole idea of allowing certain units to perform actions before others because they 'aren't fast enough is silly. I've finished whole battles before a single army unit moved an inch.
Let's start from the beginning and take a page from Warhammer. Sorry, but I'm going to be drawing back to that a lot. Why shouldn't I? That game has proven to work for over 30 years, if it isn't broken don't fix it or try to avoid drawing inspiration from it - it's not going to kill you to use it is a foundation.
Each army really needs to be further distanced apart. Furthermore, each army should take turns throughout the battle. One entire army goes, then the other team's entire army goes. Physical Combat all takes place at once though, and bother players can fight back during a combat phase if they are engaged. Movements should be smaller than what they are now, and if you want certain ones to move faster it should be at certain penalties. You should be able to turn and position units better, put them on hills lead them into cover, ambush, flank, etc..
Siege and large weapons should also play a role into this, especially when dealing against cities. Cities with walls should be a monumental task to take down, mainly because they should have strong siege weapons and defenses. Taking over a city should take planning and consistent attacks, over and over again sending different waves in to eventually kill its surrounding armies, weaken the cities powerful defenses, and break down its gates. Only after you breech the walls should you have to actually deal with internal cities militias and powerful champions or stone golems.
Are you getting the hint that perhaps I'm looking for this game to have a very well fleshed out army system and not just a simplified half-assed one? Well you're right, I'm selfish like that and I think it's high time we got what we paid for people.
I want rules, restrictions, interesting attacks, and a reason to use a vast number of unique and different spells to aid my cause. In order for all of this to work, the entire system needs to be redesigned from the ground up.
Of course I have my own views, but what about you? What do you think? How would you like to see the tactical system improved upon?
Let's hear that feedback!