[SUGGESTION] Summonable units

As a subset of unit creation, I'd love to see summonable creatures.  I know men and dragons are the only sentients in elemental, but summonable creatures controlled by the channeler would allow for a fun variety of units.  I would propose that such units require mana to create and upkeep, rather than gold, but that the more power units still require specific magical reagents to cast the summoning spell or to modify their abilities.

Stardock probably already thought of this, but it would allow for an interesting visual variety to armies.  Using the channeler to control existing beasts from the game could be a variant of this ability.

What sort of controllable units would you like to see in the game?  Given the name, I suppose elementals of fire, water, air and earth would be the first obvious choices.

6,910 views 14 replies
Reply #1 Top

I'd just like to see some made up creatures that have never been created before.  Make Elemental a game with a bit of uniqueness of it's own regarding creatures of the land.  Maybe we can just mod it :).

 

I'm sure we can all be creative enough to come up with some good ideas and designs!

 

As for what I would like to see.  Some type of rock-like creature with six legs which can be retracted in so that the creature can roll towards its enemy and smash em!  These creatures gain a bonus on hills and mountains, since they can roll even faster down them haha.

 

 

Reply #3 Top

Just a note: Summoning "temporal" creatures in battles is also a must have. Like summon an Earth Elemental in a battle, which will disappear after the battle ends. :)

Reply #4 Top

As has been said previously, we do plan to have a variety of fantastical creatures available through some means, but they're going to be "special" and not cannon fodder as a general rule.

Reply #5 Top

on kryo's note, I believe it has also been confirmed by Frogboy that there will be fantastic units to be obtained through magic means, i.e. summoning.    it was in one of his "FAQs" found in the dev journals I think.

Reply #6 Top

Yes I believe I've read that as well, I fully agree also that they should be special units rather than run of the mill cannon fodder.

Reply #7 Top

Full power to the mod developers and we will mod everything you could wish for :).

Reply #8 Top

As has been said previously, we do plan to have a variety of fantastical creatures available through some means, but they're going to be "special" and not cannon fodder as a general rule.
End of quote

I hope this doesn't mean we will only see fantasic creatures in the end game.

Reply #9 Top

Quoting kryo, reply 4
As has been said previously, we do plan to have a variety of fantastical creatures available through some means, but they're going to be "special" and not cannon fodder as a general rule.
End of kryo's quote

I'd really like to know if we can equip these guys, as we can with humans, if their anatomies allow.

Reply #10 Top

One of the things I loved about Master of Magic was the variety of the armies.  A single tactical battle could have members of 7 or 8 different races, all with unique abilities and different appearances, plus several different summoned magical creatures.  I'm glad to hear that fantastical creatures will be in Elemental; it would be shame to waste all that beautiful design concept and gorgeous graphic engine Stardock's been teasing us with on solely human armies.

Anyway, with that in mind, I had a couple thoughts about interesting ways that summonable and controllable fantastical creatures could be integrated with the desire to give players extensive control over unit design.  Warning, text wall incoming. . .

Since the game is named Elemental, why not make the creation of summonable creatures closely tied to the elements that provide the framework for the magic system in the game?  Player design of a summonable creature would be a multi-step process.

  1. Pick a creature type.  All summoned creatures would elemental magical versions of natural beasts in the game, so the first step would be to pick your base creature type (spider or troll, to use the two that are the beta).  Use of the creatures already in the game would mean that no more 3D models would need built.  Each base creature type would come with a base mana cost and abilities (for example, webbing for spiders or health regen for trolls). 
  2. Pick the main element used to create the creature.  This would determine what form of mana would primarily be used to summon and maintain the creature.  The choice of elemental type would modify the base creature stats (for example, air spiders would be fast but have lower defense, fire spiders would have lower base damage but apply damage over time, earth spiders would get more hitpoints but be slower)It would also have other implications, such as the skin appearance on the model, what sorts of magic the summoned elemental would be resistant or susceptible to, what sort of magic spells it might have access to, and perhaps what sort of terrain it would give it an advantage or disadvantage in combat.
  3. Pick secondary traits, also based on elements.  These secondary abilities could also be divided into elemental classes.  I'd propose that elementals not be able to use secondary traits from the opposite elemental class (i.e. fire spiders can't be given water-walking, also no earth trolls doing wind sprinting).  Endowing elementals with secondary traits would determine any graphical accents on the model.  They would also have costs in terms of magical resources and mana for summoning and maintenance.

Since Kyro indicated that fantastical creatures are meant to be uncommon things, I would propose that elementals only be summonable by the sovereign and that their maintenance cost vary depending on their distance from the sovereign.  This would provide a prospective payoff for players who are using their sovereign for primarily magical, rather than combat, abilities to move their sovereign into riskier areas on offense (particularly if the model of the sovereign being at risk when outside the empire's zone of influence is adopted).  Also, assuming human armies will gain experience, I don't think summoned elementals should; if you want a better elemental, you have to spend more mana, get access to better magical reagents, study that spellbook and summon a better one.

As a final side note, it would be fun to let a sovereign with proper specs/research/experience take control of a limited number of existing non-elemental magical creatures, with the same restrictions as elementals.  Allowing this power would make creature dens and dungeons another sort of natural resource.  The sovereign would, of course, have to travel to the creature's location to tame or take control of it.

Anyway, wall of text concluding, thanks for reading my ramble.

Reply #11 Top

They should be in, but in a less prominent way then in HoMM. I'm playing the fourth one at the moment and after a while battles become monotonous simply getting the creatures summoned up and completely disregards building up armies. I think only having them being summoned up in a city after a few turns would be the best way.

Reply #12 Top

Spitz, your summoning ideas are really good (and do fit well with the item/resistance ideas) I was just wondering if other things could be added to the summons... I was thinking that obviously they should be affected by land but maybe in a different way to other magical spells and enchanted items.

A strong proximity effects to mana shards. Lowering the maintenance costs significantly if they sit on a shard which would  help with defence.

Summons could have regenerating or negative regenerating abilities, generally a different set of auto-acquired passive or active abilities from terrain, quite different to normal units. I just think it would help to make certain battles a nice mix of men fighting alongside, say air spiders, while other landscapes favour summon use. For example:

A magic citadel built between two mana shards should give your summons a large bonus and therefore involve battles with hordes of fantastic creatures defending, while unclaimed shards should just leak mana and heal or harm all summons potentially requiring men to clear them and claim them.

I'd like alot of terrain bound summons, like say 'sand shifters' which have a normal movement rate on sand, but although they can move on other terrain, it involves a modest magical investment. Like maintaining a water-walking spell, but an auto-acquired 'plains walker'/'mountain legs'/'fleet foot'/'enchanted ambulation' spell.

Reply #13 Top

Quoting edpfister, reply 8

As has been said previously, we do plan to have a variety of fantastical creatures available through some means, but they're going to be "special" and not cannon fodder as a general rule.


I hope this doesn't mean we will only see fantasic creatures in the end game.
End of edpfister's quote

It doesn't matter at all....just 1 word: modding! :)

Reply #14 Top

As small idea, how about the number of greater summons of each element linked to the number of nodes you own?

e.g. 1 for 1 node, 2 for 2, 3 for 3, 4 for 4... whatever progression works (1,2,3,4... 1,2,4,8... 1,4,9,16,25... or more complicated or progression based on summoning trait (say linear for normal, exponential limit for summoners)