[Suggestion] Possibility to play completely without magic

What I'd like to see in the game is the possibility to play as a sovereign who can't actully cast and research any spells at all, but has a nice boost to mundane science, military, economy etc. That would be very nice to fight magic with just your military and science, without being able to cast and research spells yourself.

13,384 views 21 replies
Reply #1 Top

I guess also conversely you could add in the possibility to play completley without an army, and gain a boost in magic research

But Im not sure I like it, since it favors  gravitating towards one extreme, and you'll see less mix in between. Bascially, too much min/max

Reply #2 Top

Yeah, conversely: to play with only one city with just spells, summoned creatures etc.

I like the idea. Nobody makes you choose one extreme, but it should be possible.

Reply #3 Top

But what I feel your idea is doing is giving too much of an advantage to the extreme. So sure, no one is forcing you, but if you don't you'll be at a disadvantage.

Reply #4 Top

Quoting =Outlaw=, reply 3
But what I feel your idea is doing is giving too much of an advantage to the extreme. So sure, no one is forcing you, but if you don't you'll be at a disadvantage.
End of =Outlaw='s quote
Imaginary disadvantages you see. How can you be at a disadvantage when the game main line is a mix of magic and warfare? (with late emphasis in magic, I'd say due to those planned populous like spells) If the three modes are well done, no disadvantages.

This is mod material anyway. The root is that the Sovereign is a magic user. At best we could hope for "mundane" applications of Essence and/or mana that helps you if you want to keep research to a minimum (but forget about not having to research at all).

Reply #5 Top

... is it just me? or does this sound a lot like the current build? lol.

Most games I've played, I never actually cast a single spell :grin:

Ultimately, I'm with wintersong here: in the full game, magic should be an integral component in gameplay. If you dislike it you can choose to ignore it, but doing so should put you at a fairly severe disadvantage. After all, just because you pay no attention to magic doesn't mean that everything else works better...

Reply #6 Top

It's not quite what I meant. Why can't you have a sovereign who _is not able_ (it's not just ignoring something that you actually CAN) to use magic at all, but instead gets advantages to economy or research or something.

Magic is still an integral part of the game, it's just that you chose someone who can't use it (probably it should be noted that this is only for experienced players and whatnot). I don't see anything wrong with this.

P.S.: After all, HoMM IV having the word "magic" in its title and having a really complex magic system, still allowed you to play as a "might" faction, which was completely unable to use any magic. That was a great experience for me.

Reply #7 Top

There could be something to equalize the playing field for players who do not wish to pursue magic because it isn't their inherent interests. Yet, one of the major fundamentals of the game is magic. As kingtiger said, ignoring magic will handicap you enormously.

I have to disagree with an option to play without magic. The game is about it and many features of the game are intertwined concerning it like the crystal shards, buildings, research trees, cetera.

Even though Heroes of Might and Magic had some factions that were more "might-oriented", no HOMM game had any faction without magic whatsoever. Some factions had better opportunities than others, otherwise it remained the same and ignoring magic in that series as well was very, very bad to do too.

 

Reply #8 Top

Step 1: Choose no books for your soverign.

Step 2: Lower the spellcasting attributes a bit, since you won't be casting many spells if at all at first.

Step 3: Spend this crapload of points on stuff for your new empire.

Step 4: ???

Step 5: Profit!

Reply #9 Top

Isn't it this game call War of Magic ?   Our devs aren't going to agree to allow the existence of this option! XD   XD  

Reply #10 Top

It'd be like playing Tony Hawk: Pro Skater without skateboards.

Just.. no.

Reply #11 Top

Quoting AAndrewKnight, reply 6
It's not quite what I meant. Why can't you have a sovereign who _is not able_ (it's not just ignoring something that you actually CAN) to use magic at all, but instead gets advantages to economy or research or something.

Magic is still an integral part of the game, it's just that you chose someone who can't use it (probably it should be noted that this is only for experienced players and whatnot). I don't see anything wrong with this.

P.S.: After all, HoMM IV having the word "magic" in its title and having a really complex magic system, still allowed you to play as a "might" faction, which was completely unable to use any magic. That was a great experience for me.
End of AAndrewKnight's quote

The whole point that these characters becomes Soverigns is because they can use essence and magic to restore the land. A Soverign who can't do this goes against the lore of the game and wouldn't have become a Soverign in the first place.

Reply #12 Top

what would be the point? XD  geez that's funny, but I guess if you wanted to play a custom nation and have absolutely no chance of winning at all it might be fun |-)  

Reply #13 Top

Well, there could be combat magic specialists instead of Ether magic specialists.

Consider this ... you could either cast Fireballs, Pillars of Fire, Lightning Storms, and Tsunamis (powerful spells, wide area of effect)

OR

you could have self-enhancing spells only. Like greater-Ultra Magic Shield, Greater-Personal Levitation, Greater-Haste, Greater-Blade Quickening, Greater-Health Restoration .... and also some personal ranged spells like Chain Lighting and Flame fingers.

 

personally Im more a fan of the second one, however the occasional ether magic is cool too. I suppose I just like the "anime character" type of magic vs the Nuclear Bomb type of magic.

And of course, there will be the summoning of creatures magic, and the creation of undead magics. Perhaps these Sacrificial altars either add undead points (less maintanence for undead troops) or add a stockpile of bodies that can be trained into undead troops ... aka the more sacrifical temples you have, the more undead troops you could train/summon per turn.

 

I mean ... flying around the battle, shooting lighting from your finger tips, and landing to shred through the enemy ... very nice.

Reply #14 Top

Even though Heroes of Might and Magic had some factions that were more "might-oriented", no HOMM game had any faction without magic whatsoever.
End of quote

That's not true. Might faction in HoMM IV is not able to build magic guilds and hire magic using heroes.

Reply #15 Top

The whole point that these characters becomes Soverigns is because they can use essence and magic to restore the land. A Soverign who can't do this goes against the lore of the game and wouldn't have become a Soverign in the first place.
End of quote

It doesn't go against the lore of the game. It doesn't say that only magic users can be leaders. Let us say you play as a leader of the people who can't use magic. No one of them. At all. Doesn't lore allow groups of people no one of which can use magic? Let it be more difficult, ok. If you care about the word Sovereign, we could call it something different, a King or a Leader.

Reply #16 Top

Isn't it this game call War of Magic ? Our devs aren't going to agree to allow the existence of this option!
End of quote

Why not? If you like to play as a magic-user nobody prevents you to. Or the point is just to ruin the unusual experience for some who would like to play without magic?

I still don't see HOW it's gona influence the whole game for you, that you all resist this option so much. Kinda like civilization fans who don't want to see tactical battles in the new civilization, even if it is optional.

Reply #17 Top

Quoting AAndrewKnight, reply 15

It doesn't go against the lore of the game.
End of AAndrewKnight's quote

It does. Unless you don't consider magic to spend Essence to bring the land to life.

Quoting AAndrewKnight, reply 16

Why not? If you like to play as a magic-user nobody prevents you to.
End of AAndrewKnight's quote

No one prevents you because all the leaders are magic users. It's not a matter of choice. And currently the only way not to have any magic spells (Essence use aside) is not to pick any magic book. Which I think it's a placeholder as Humans are supposed to be Life Magic oriented and Fallen Death Magic oriented, which would mean that in the future builds of the beta you would have always one book.

The new Civilization it's going to be like Panzer General so I don't see how you can add tactical combat (even if optional) without changing the whole system of units in the map and combat.

Reply #18 Top

The barbarian faction in HoMM 4 was really interesting to play.

But in Elemental you're special because of your bind with shards. Maybe an other kind fo magic : shards could give you empire bonuses like in FFH2. You can't cast spells, but fire shards let you get bonuses like a fire shard will sometimes mutate your warriors, or things like that. It would be a different way to play the game. the magic way of reseach would let you use the shards in different ways : make them have a zone of control, and giving bonuses/maluses inside that ZoC. Or Let them be city hub for you non-magical empire.

Reply #19 Top

Quoting AAndrewKnight, reply 15

It doesn't go against the lore of the game. It doesn't say that only magic users can be leaders. Let us say you play as a leader of the people who can't use magic. No one of them. At all. Doesn't lore allow groups of people no one of which can use magic? Let it be more difficult, ok. If you care about the word Sovereign, we could call it something different, a King or a Leader.
End of AAndrewKnight's quote

As wintersong said, yes it does. Soverigns use magic to restore land and allow civilization to thrive. If a Soverign can't use magic then he can't restore the land and his civ can't grow.

Reply #20 Top

One idea I had for my game is that instead of beign a spell caster, you could be some sort of magical paladin. The difference is:

You have no spell book but when you acquire magic ressources (ex: crystals) all your army gain permanents bonus according to the type of crystal you get. At the beginning, you would get stat modifiers, but near the end all your army would fly or be immuned to magic.

The result is difefrent but you are not weaker. You just have an easier management  because you have no spell to select and cast. Everythings is boosted automatically. You also still get benefits for aquiring more magical ressources .

Reply #21 Top

I suppose you will be able to remove all of the spells via modding. Problem solved. ;)