[Suggestion] Leveling up

To continue a bit rantish post at https://forums.elementalgame.com/385785

Leveling up

What is wrong with current leveling - you get practically nothing in return. The whole point of level up is that you are waiting for next level to get some ability and then immediately use it. Abilities should not be overpowered though - D&D, demigod, HOMM (to lesser degree) have very nice level up.

Elemental also has this concept in there, except for units. When city levels up you get immediate and very obvious benefits. When you research something (civilization level up) you also get something immediately. When sovereign levels up you get 1 ability point or something similarly useless. Ugh?

Here is an idea how this could work. Max level is 20. Level progression would look like this (should be fixed for balance, but you'll get an idea)

 

2) minor feat + 1 ability score + hp

3) minor feat + 1 ability score  + hp

4)  major ability boos (4 ability scores) + hp

5) major feat + hp

6) minor + hp

7) minor + hp

8) ability + hp

9) minor + hp

10) major + hp

etc

 

Ability score change of 1 currently doesn't seem to have much effect. If that changes +1 ability should be removed. Movement is *not* counted as ability when leveling up (we don't want movement rate of 25, right?)

The biggest potential in elemental is that you could play game in many ways. This should reflect in leveling up. You could have a couple of feat groups. Feats would have prerequisites (min. level 5, previous feats,...)

 

Groups with samples 

Governor - applies to city where sovereign currently resides

Small feats:

+1 gold in city per sovereign level

city trains veteran units

large feats:

50% more research (lvl5), 100% more (lvl 10)

 

Emperor - per empire bonuses

small feats:

+1 gold per marketplace

large feats:

each city +2 research

 

Personal - benefits sovereign only

 small feats:

+1 movement in forests

+5 attack versus spiders

-1 mana for fire spells

large feats:

+1 movement (maybe +2?)

+ special combat ability (smite evil, force strike, whatever, possibly free, see some D&D prestige classes for more ideas)

+ 50 HP (large number)

damage reduction, evasion, invisibility

no penalty for dying

free dragon

 

etc, it is not hard to come up with many many feats.

 

The point is that at the end you could create killing machine that could by himself defeat armies (e.g. Meteor swarm versus Goblins) or you can end up with emperor that cannot fight but has economy that powerful that nobody can touch him/her.

Not sure you have enough time to implement this though :)

 

 

 

 

 

 

 

 

 

 

 

 

2,927 views 7 replies
Reply #1 Top

I know it's frustrating to have the game spit out your kids with something like 1 constitution... And then, every level they get is just going to go toward trying to make up for it. They'll never dig their way out of that hole, eventually they become cannon fodder. I think that they should give us multiple points to spend, say if five points would get you one full point of speed, or move, then five points. As it stands to get a sovereign with stats like a number of starting adventurers I have seen you'd have to get at least four or five levels, often more like ten. If they gave units some other sort of training they could invest in, perhaps the diversity would keep people from being too uber from stacking a single statistic. Perhaps a statistic that increase the amount of loot discovered (perception, or something to that effect), a stat that would directly influence the moral of your troops (leadership, highest in group affects all), and who doesn't enjoy stats like luck, that you can't really tell whether they're helpful and by how much.

 

I agree that currently there's not the sort of awesome, I leveled feeling when you see that character stat screen pop up, you just spend everyone's point and hope that none of them are dead already.

Reply #2 Top

Agreed: leveling = pretty crappy.

I definately like the idea of feats, nd I would totally jump on board with getting several different stats at a time.  Perhaps a random generation of +1 stats for three or four stats, and then a +2 that you could specifically invest in.

Constitution should be much easier to raise above 20, especially for the royal kids.  This could, alternatively, be done through some items from the merchant.  Maybe potions or something like that, but only until it raises your constitution to 12, and then doesn't work anymore.

Reply #3 Top

well, I think they should give us two points to spend, where 1 point = increasing any stat by 1.

 

I also agree that increasing movement should be somehow limited.

Reply #4 Top

Ive been playing Disciples 3 now and the hero level up is pretty fun.

Each level up you get 3 attribute points and 2 or 3 skill picks. Instead of a skill tree, there's sort of a skill maze. Granted, the skills are mostly +2 to an attribute or +5% to a resistance and could be more exciting, but it works. Skill trees are always fun and you can plan ahead.

Elemental could have lots of cool spellcasting specialization and combat abilities to pick. In addition to the attribute increases actually doing something worthwile.

The various potions and books with permanent bonuses on the other hand impact your Sovereign way too much and are way too abundant. Your Sovereign's level should be the one to determine how powerful he is, not some random finds. Actually I would like to see all permanent consumable bonus items axed entirely. Unless it's some major quest to find an ancient arcane tome of power you had to research. But generally I'd like to get equipment instead.

Reply #5 Top

heh, yea. I think we should certainly be able to increase more than one stat upon a single level up ... I don't see how (+1) does a whole lot of good.

additionally, I completely agree that all level ups should add a little bit of HP. Maybe +3 HP as a good start. Perhaps the higher your constitution, the more HP u gain, like +1 HP @ level up for every 5 points of constitution. And constitution could have an additional purpose for poison resistance/ mental resistance (for ignoring fear/disease spells).

Reply #6 Top

i think it would be cool to see some skills come into play as well... perhaps classes too, which we already see some of that with the sov's history, like a set of skills for the assassin, or merchant, and also simular skills for heroes/offspring...

i also think that we should have access to more ways to level up, and yes, increase the ammount of exp needed, such as more pve and perhaps exp rewards from questing...

just a few of my ideas  :grin: