[moved] Where's the elements in Elemental?
Below you will find the original post. This thread has been moved to the ideas forum. I will try to keep track of the ideas posted so far in this first post.
Ideas so far:
- Give monsters specific strenghtes and weaknesses (fire, ice, water, ...)
- Give units specific strengthes and weaknesses based on the equipment they have (e.g. strong metal armor gives strong lightning weakness)
- Give global elemental bonuses to units if appropriate shards are owned (units can be trained with +2 fire sward if owner has two fire shards)
- Intriduce global spells, based on the elements and modify them based on owned shards
[original post]
I must admit that I feel disappointed with the (lack of) depth to the tactical combat and everything tied into it. Especially by the fact that the game doesn't contain what it had in it's title. The only presence the elements have in the game is 4 classes of linear bonuses you can get for some of your spells. That's it. The units don't have element specific weaknesses or strengths, even though it could be easily integrated with the designer: Give your men shiny metal armor and they would be very tough, but totally weak against lightning and cold. Give you men padded leather jackets under the armor and they'll be good against cold at least, but become very slow. And so on.
In the tactical combat there is no hiding behind walls (so far), archers are so weak it doesn't make sense to try to set up choke points to cover them, etc. The comparison with Age of Magic looks better for AoM.
Generally, there are also no other tie ins with the elements in the rest of the game. Or am I missing something?
I totally like the switch between cloth map and close view. I wish more/all strategy games had something like that.