The developers have already posted the combat system plans are to match those of Baldurs Gate(RPG). The developers have also posted how they would like to see the game eventually modded to provide an RPG game.
A link for this please? I suppose it refers to the continous turns mechanic and not to the whole DnD ruleset, but who knows. About modding, that's a total different thing and doesn't affect this argument.
Dual wielding melee and missile weapons has never been a common thing, but it will definitely be more common within Elemental if the attack attribute is used for both melee and missile weapons.
You don't play many Total War games, right?
That is just one of the many types of corruption attacks... as mentioned in my original post I can easily provide many more examples where these attributes are needed.
You can provide nearly infinite strange cases, but not common ones. That's why those attributes aren't really needed.
The battles in Dominions_3 are fun and easily more fun than the battles of CIV_4. Considering the Stardock developers have 4x's as many developers they should pursue the most fun parts of each game. BaldursGate had great fun battles for example. I never said CIV_4 doesn't have tactical combat... I merely pointed out that out of all the features within CIV_4 it's weakest point is the combat because the Diplomacy, Map Generation, Researching, etc., etc., are all stronger than it's combat.
Again, battles are like they are in Dominions because the game is nearly all about battles. Civ 4 battles are like they are because the game is about a lot of things. Elemental is more like Civ in that aspect than like Dominions: Elemental does a lot of things, and it has to strike a balance between complexity in each individual area and overall complexity of the game. So far, Elemental is even more complex than Civ 4 (more complex economy, more complex city building, 2 types of research, tactical combat, unit customization, heroes,...).
That's why something that worked in Dominions can be a total failure in Elemental.
I strongly disagree because as a map maker I know having more attributes allows for a greater number of unique fantasy creatures. Stardock mentions in the developer thread how they're reviewing all games and ideally should recognize the strengths and weaknesses of each game. Whether its BaldursGate, Dominions_3,
They can be added in mods if you want to add them, but we are talking about vanilla Elemental.
You just wrote in the same post how the Dominions_3 combat system is enjoyable because it's one of its only parts, but now you write it's not enjoyable and instead complex.
Those 2 words aren't exclusive either, it depends in the context. I like it complex in Dominions because that's nearly the only thing you do in that game. I don't think I'll like it in Elemental because I will be doing a lot of things, so a simpler combat fits better.
Having worked with developers daily in my career it's easier to include the additional attributes now and then later choose for them to be dormant as compared with adding them later into a finished product.
Any good programing product has to satisfy several things usually. In a modable game, it means it has to be extensible, so adding them later on even if they aren't in vanilla Elemental should be a technical reality. Adding things that aren't going to be used is just a plain mistake (more code to build, to test, to integrate, to balance, to maintain,...), that's not a good development practice.