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Elemental: scale of power

Elemental: scale of power

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Our story so far…

In Elemental, you design your own units. The only units you can create in Elemental are either men or Fallen.

So that we can kill any illusions now: There aren’t cities where you get to crank out armies of Unicorns and dragons or goblins.

There are dragons and trolls and other such creatures in the game. But they are rare, special and have to be recruited.

Your units start out as peasants. And you can train them (which gives them more HP) and you can arm them (which gives them more attack) and you can give them armor (which increase their defense). 

As anyone who has spent time in the military can tell you, one well trained, well armed man is the equal of many many unarmed, untrained men.  So the scale of men in battle is significant.

Of course, when you bring in magic or deal with some of the titanic creatures of the world you quickly see the scope of battle. If you like the Total War series, you can imagine some of what we have in mind except here you can get that Lord of the Rings battle feeling where certain units just make mince meat out of whole squads of enemy units.

124,420 views 53 replies
Reply #26 Top

I burn to see more screenshots.

Reply #27 Top



In Elemental, you design your own units. The only units you can create in Elemental are either men or Fallen.

So that we can kill any illusions now: There aren’t cities where you get to crank out armies of Unicorns and dragons or goblins.

There are dragons and trolls and other such creatures in the game. But they are rare, special and have to be recruited.   

 

End of quote
This sounds fine for the default vanilla release, but I hope the modding capabilities will allow us gamers to use our creativity.  It definitely helps the games replay value allowing us gamers to create a race of lizardmen, orcs, goblins, etc., etc.,  OR  allowing us gamers to add to the existing list of independent creatures, terrain, technologies, etc., .

We're not sure what percentage you mean by saying, "rare"...  but I hope 98% of my battles won't be just humans verses humans.  Ideally the gamer should have a setting where he can choose the percentage of fantasy creatures available on the map before starting each game.


Quoting Frogboy,

Your units start out as peasants. And you can train them (which gives them more HP) and you can arm them (which gives them more attack) and you can give them armor (which increase their defense). 
End of Frogboy's quote

I understand armor helping defense, I accept the type of weapon can improve an attack yet I would see training also playing a role for helping attack.  The one which raises the most questions would be linking training with hitpoints.  From the screenshots it shows the untrained soldiers having 1 hitpoint... yet how would this scale with creatures which are smaller in size and weight if the humans(150lbs_250lbs) start with only 1 hitpoint ?   Seems unbalanced if the cats, bats and rats have the same hitpoints as an untrained human.  For example if my best friend punched me in the chest with his best punch naturally I'd still survive, yet the same punch would kill a cat.  I would believe hitpoints to be more linked with the size of a unit since a trained human would suffer the same damage as an untrained human when struck with any amount of lightning damage. 


Quoting Frogboy,

Of course, when you bring in magic or deal with some of the titanic creatures of the world you quickly see the scope of battle. If you like the Total War series, you can imagine some of what we have in mind except here you can get that Lord of the Rings battle feeling where certain units just make mince meat out of whole squads of enemy units.   
End of Frogboy's quote

This sounds nice.

Reply #28 Top

Quoting NTJedi, reply 2
We're not sure what percentage you mean by saying, "rare"...  but I hope 98% of my battles won't be just humans verses humans.  Ideally the gamer should have a setting where he can choose the percentage of fantasy creatures available on the map before starting each game.
End of NTJedi's quote

I wouldn't mind the rarity, at least in the beginning. If humans are the main focus then they would recieve the most attention and detail. Even if "all" we have to recruit is plain human soldiers, there would be enough customization to make different troops unique.

Reply #29 Top

Seems unbalanced if the cats, bats and rats have the same hitpoints as an untrained human. For example if my best friend punched me in the chest with his best punch naturally I'd still survive, yet the same punch would kill a cat. I would believe hitpoints to be more linked with the size of a unit since a trained human would suffer the same damage as an untrained human when struck with any amount of lightning damage.
End of quote

The thing with Hit Points in this case is that they represent more then strictly durability, they actually represent; toughness (your natural ability to resist damage), evasion (your ability to avoid damage), skill/training/experience (your knowledge of combat and using it to survive longer).  Its more of an abstract quality describing your overall survivability rather then a specific part of it.

Now, I would like to see training be able to do more then strictly increase a units HP, I really hope that training can also focus units into certain uses and give them special abilities.  Off the top of my head lets say, Beserker Training, increases HP by 1/2 the normal amount, but also increases attack, or if there is morale, frightens the opponent making them more likely to flee.  Perhaps this type of added depth/feature will only show up in an expansion, or mods, or maybe Stardock just hasn't announced it yet.

Reply #30 Top

I'd like to see the base starting HP be higher then 1.  That might solve some things.

 

Training should improve toughness a bit, but should really effect things like morale, and to-hit chances, as well as saving vs spells if that is in.

For mages, training should give spellpower, which improves damage and reduces saving vs spells.

 

 

 

 

Reply #31 Top

Off-topic ...sort of.. but someone near FrogBoy's desk needs to be saving those awesome in-game renders from these posts for inclusion as bonus content in the final release.

 

 

Reply #32 Top

For example if my best friend punched me in the chest with his best punch naturally I'd still survive, yet the same punch would kill a cat.
End of quote

Tell your best friend to stop punching cats!!! :meow: "Miaou!"

 

Reply #33 Top

I like how Dominions does it. Almost all humans have the same HP. It's in 9(women, old men) - 12 (elite soldiers) range. Very rare units, elite horsemen etc have around 14 HP. Training adds Defence (which makes unit less likely to be hit in melee) and Attack (greater chance to hit). More trained soldiers, which cost more gold but otherwise the same resources, typically just have more A and D. Makes perfect sense to me. Defence doesn't help against missiles (shields and armour do. Dominions has separate 'protection' value which reduces damage dealt).

 

HP system is a relic, ugly hack producing many artifacts. It increases resistance to everything, even in cases where training shouldn't matter (backstabbing, spells, hits from missiles, being hit while paralysed). Contrary to popular belief, you can't out-ninja all arrows being shot at you. Even if you tried, it doesn't matter. English longbow had great range _OR_ great accuracy, never both at the same time. A common tactic employed in armies was just shooting in general direction of enemy army (until enemy is close and you can shoot more precisely). There was simply a rain of arrows coming down, no ammount of dodging can help. And fighting in formation reduces your ability to dodge, especially with weapons like flails.

In short, I agree with NTJedi's stance on this. He comes from Dominions world, and it shows.

Reply #34 Top

Quoting b0rsuk, reply 8

Contrary to popular belief, you can't out-ninja all arrows being shot at you. Even if you tried, it doesn't matter.
End of b0rsuk's quote
 

Just cut them out of the air with your katana! :grin:

But yes, the HP system is getting a bit dated. However, it will be a little while still until is it possible to make an accurate simulation of how a soldier's bodily functions are affected by a sharp metal object entering. Until we are able to at least aproximate the affect on the body each hit has, the HP hack system will have to make do.

Reply #35 Top

I have to agree with Jedi as well- but I don't think the AI can handle Dominions 3 type complexity.

 

HP should be a factor as some things are beefier then others, then training and skills shouldn't up HP that much, just skills and saves.

 

 

Reply #36 Top

Just to clarify, we will only be designing humans and fallen? We will not be able to make units like undead or constructs? What about magically augmented units (augmentations that make them something not quite human)?

If not, perhaps that will be a topic for a future expansion then.

Reply #37 Top

Quoting DivineWrath, reply 11
Just to clarify, we will only be designing humans and fallen? We will not be able to make units like undead or constructs? What about magically augmented units (augmentations that make them something not quite human)?.
End of DivineWrath's quote

yeah, I was kinda imagining we'd have a lot of freedom based on how the custom unit thing was described.  Maybe he only means in the base game (it would be kinda insane if you could build 'anything' with the builder)   I would like to have some control though, like be able to pick what kind of dragons or what kind of scale-o-power is in my custom games.

Reply #38 Top

I'm hoping for ultimate modability on the customization front.  I'm all for not being able to create jack diddly from the start.  If I can make a spell that summons a customized undead horde from the underworld and put a monastary to work scribing spell books to equip my units with, I'll be happy as can be.

Reply #39 Top

Frogboy,

Great stuff as usual. One of my concerns though is that new units are all simply going to be "horseguys +2, +3, +4" with the build your own style. One thing that was great in MoM and some other games was a level of uniqueness in the units. You've said fantasy units (Unicorns, etc) are going to be very rare.

This leads me to think that army composition is going to be a fairly dull set of Footmen +X, Archers +X, and Cavalry +X. No wolves with high speed, or skeletons that are immune to arrows, no trained giant spiders, no druids with entangle abilities, and such. I realize some of that is cliche, but it's also part of what makes fantasy battles different and interesting from ordinary "real" battles.

 

Reply #40 Top

I have much the same worries about the system. I will be happy if we get Mace/Axe/Swords/Pikes/Bow men, but not happy if we get generic soldiers with + bonuses to something or other.

Reply #41 Top

Quoting landisaurus, reply 12



Quoting DivineWrath,
reply 11
Just to clarify, we will only be designing humans and fallen? We will not be able to make units like undead or constructs? What about magically augmented units (augmentations that make them something not quite human)?.


yeah, I was kinda imagining we'd have a lot of freedom based on how the custom unit thing was described.  Maybe he only means in the base game (it would be kinda insane if you could build 'anything' with the builder)   I would like to have some control though, like be able to pick what kind of dragons or what kind of scale-o-power is in my custom games.
End of landisaurus's quote

Quoting Tamren, reply 15
I have much the same worries about the system. I will be happy if we get Mace/Axe/Swords/Pikes/Bow men, but not happy if we get generic soldiers with + bonuses to something or other.
End of Tamren's quote

This also has my brothers and I worried.  I hope Stardock has something planned where the gamer is allowed to choose the percentage amount of fantasy creatures within a game. 

Since this is a fantasy game I would hope we have the ability for any player to move towards a specific focus of magic such as Necromancy(Undead), Nature(Insects&Plants), HolyMagic(Paladins&Priests), PsionicMinds(Illusions&Mental attacks), etc., etc., etc., .  

I'm dreaming of a fantasy game which has a long list of unique creatures with one or more special skills.  Skills which include life draining, knockback, paralyze, turn_to_stone, poison, leap_attack, swallow_whole, mind_melt, freeze, cause_fear, trample, possess, etc., etc., .  This way while one champion might have the courage to resist the cause_fear of a demon and the dexterity to avoid the trample from a rhino... he may lack the intelligence to avoid an illusion attack from a mind mage.  Any game originally inspired by Master of Magic sounds like at least most of my dream should arrive, but the statement that fantasy creatures are rare has me worried....  I mean it's a fantasy game.  

Reply #42 Top

Looks like my post got eaten. :(

 

I have the same concern some other people do. It would be pretty bland if all we had was "weapon +1, weapon +6", etc. I'd prefer to see multiple weapon types, which have modifiers on top of the standard attack bonus. Bows for example are pretty effective when a city garrison is using them to defend. Pikes are good against mounted units.

Reply #43 Top

I see we already have signs of careful balancing and creative mathematics behind the scenes :D

Elite Slaver: Attack: 1 + 5 + 2 = 7 ???

I really love where Elemental is heading though, looking forward to reading more of these.

p.s. Love the horse :D

Reply #44 Top

Quoting Cuddlelump, reply 4

Seems unbalanced if the cats, bats and rats have the same hitpoints as an untrained human. For example if my best friend punched me in the chest with his best punch naturally I'd still survive, yet the same punch would kill a cat. I would believe hitpoints to be more linked with the size of a unit since a trained human would suffer the same damage as an untrained human when struck with any amount of lightning damage.


The thing with Hit Points in this case is that they represent more then strictly durability, they actually represent; toughness (your natural ability to resist damage), evasion (your ability to avoid damage), skill/training/experience (your knowledge of combat and using it to survive longer).  Its more of an abstract quality describing your overall survivability rather then a specific part of it.

Now, I would like to see training be able to do more then strictly increase a units HP, I really hope that training can also focus units into certain uses and give them special abilities.  Off the top of my head lets say, Beserker Training, increases HP by 1/2 the normal amount, but also increases attack, or if there is morale, frightens the opponent making them more likely to flee.  Perhaps this type of added depth/feature will only show up in an expansion, or mods, or maybe Stardock just hasn't announced it yet.
End of Cuddlelump's quote

I realize it is an abstraction HOWEVER since they do have a STAT for defense, it only makes sense that ability to dodge should increase THAT stat rather than a hit point raise. You may say 6 one way, half dozen the other. I disagree though, unless the stats are completely invisible to the the player. If they are going to include a stat, then they should make it meaningful. You may say that doubling hitpoints has the same end effect of halving the chance that you get hit - not necessarily true. I pointeed out before that training should increase your Attack stat. Someone countered that with more hit points you will survive longer and therefore do more damage. More damage when? before I die? again why include the Attack attribute if it means nothing, and everthing is just going to be abstracted to base hit point increases? It makes a lot more sense that training would both raise your chance of avoiding damage (parrying, blocking, and dodging) and increase your chance to hit as well as doing more damage when you hit (knowing where to hit is a lot more important than how hard you hit, especially with a weapon).

  So the argument that it is all just an abstraction and doesn't really matter - I strongly strongly STRONGLY disagree. And I think that only raising attack if you get like a magic sword or whatever is not the right way to go.

Training should increase attack and defence, with maybe a small hitpoint increase. As has been stated hitpoints should most closely relate to size. Defence should also be based on armor and agility (if that is a stat)

Also is ability to hit and damage done per attack going to be two separate attributes?

Are there going to be different damage types? It seems like in a game called elemental, it would be silly NOT to have fire, cold and poison damages to name a few....since the system will already be there, why not add crushing, piercing, and slashing? That plate armor that might protect well against a slashing or crushing weapon might not be so great against crossbow bolts or spears! Hmmm and dragon flame - can you say EZ bake oven? I knew ya could!

Reply #45 Top

I love how you somehow got 1+5+2 to equal 7 on the elite soldier. :D

And still no bears. :(

Reply #46 Top

I love how you somehow got 1+5+2 to equal 7 on the elite soldier.
End of quote

Not to mention that few lines below you have 1 + 4 + 2 = 7.

It seems there are some magic forces at works twisting the numbers ;)

Reply #47 Top

Quoting Peace, reply 21

I love how you somehow got 1+5+2 to equal 7 on the elite soldier.


Not to mention that few lines below you have 1 + 4 + 2 = 7.

It seems there are some magic forces at works twisting the numbers
End of Peace's quote

 

Lol on the one that has 1+4+2 = 7, if you look closely it was 5 and they scribbled it out. They just weren't complete enough in their edit.

Reply #48 Top

Quoting landisaurus, reply 10
[...]
We got another Frogboy drawing of a Horse it seems ^_^
End of landisaurus's quote
A horse? I thought it was a Longleg Hippo! 8O
Quoting Ron, reply 2

As anyone who has spent time in the military can tell you, one well trained, well armed man is the equal of many many unarmed, untrained men. So the scale of men in battle is significant.So my army of well-equipped, highly trained professionals will defeat the unruly rabble that my opponents throw at me?

Nice!
End of Ron's quote
And for every one of my men that is killed by that rabble, the peasants will pay tenfold in retaliation! :annoyed:

Reply #49 Top

*Bump* hehe

Reply #50 Top

Quoting Raven, reply 49
*Bump* hehe
End of Raven's quote

 

So lets get this straight, we can't disagree with you in your thread of community wants, but you are free to throw a tantrum in every thread and dredge up old posts?