[Suggestion/gameplay] seasons/weather and their effects on armies in the field.

hey brad, have you guys thought about implementing a weather cycle into the gameworld and how it would affect armies in the field? More specifically things like winter and how it tends to make waging war more difficult on armys. That kinda thing? I don't know if thats even something you are thinking about trying, but the idea sounds like it would fit with elemental. Maybe even some types of magic that can change the seasons.

Ya know, turn summer to winter and watch an army that was headed your way get slogged down in blizzards and snow. Other seasons have weather that can effect things like ranged weaponry in combat. Perhaps this is a bit too much "realism" for the world of elemental, but it was a thought I wanted to express interest in.

*edit: seasons could also effect things like farming and such too. Don't know how indepth the food economy is gonna be though but in theory it could go as complex as having to grow grain for livestock?

ciao froggie.

-drago

8,062 views 7 replies
Reply #1 Top

I would love to have weather effects included, both for the armies and even for e.g. food production, happiness ...

It should also be important for the tactical dimension (archers getting heavy penalties in rain and wind). And different weather goes perfectly with various magical spells.

Reply #2 Top

The only problem I see for weather is how it works for the different terrain types. You know, the "life" lands and the "death" lands. Maybe just cosmetics would be enough.

Reply #3 Top

I like this idea.  There are a lot of interesting implementation possibilities in addition to the ones already mentioned. 

Water magic working best next to rivers, oceans, swamps and whenever there is fog and rain.  Death magic better near swamps and graveyards and during the times of the year when life is difficult, freezing winter and bitter heat.  Life magic having much increased force in the Springtime and somewhat better in farmland, rivers and light rain.

Troops who grew up in the far north or in the mountains can perform better in winter...but worse in the summers or in warm climes while tropical troops are just the opposite.

I also like the implication that significant military campaigns would have to be well planned.  An empire might not be conquored in a single campaign covering one year.  A city may fall but winter approaches so the invader would have to hunker down until spring and the defender gathers forces during the interim.  Lots of interesting roleplaying possibilities.

Reply #4 Top

I wont miss it, but I could go for it.

Reply #5 Top

I'd like some weather too. Eye candy if nothing else is worth the dev time, but prefarably eye candy connected to strategic and tactical decisions.

For anyone interested in some back reading, weather is a subject in A time and Weather idea, Weather System, Elemental: Tactical battles, and Disasters and Other Random Events, among others.

Reply #6 Top

Yeah the dead minimum of eye candy weather effects would be awesome, but even more awesome would be some seasonal effect upon gameplay. Though this might complicate the engine more then they are prepared to do at this time what with beta 2 in like a month.

Reply #7 Top

Yeah, this is an area the Civ style games have always ignored for some reason.  I would really like to see weather but it can only work if the time scale is 6 months or less (assuming this world is like ours).  The majority of Civ style games have long turns so it doesn't make sense.

I have a feeling though that we are too far along to add it.  You have all the art to add and all the ramifications on gameplay.  If they don't go into some nice realistic detail I would rather have them skip it though.  Elemental can have large maps and it wouldn't make sense for winter (for the most extreme example) to have the same effects everywhere.  I would want to see some weather zones as part of the map but then that could have some big effects on balance.  It would seem regions with harse winters would be a big determinant for instance.