suggestions for combat system and magic

Hi all, this is my first time posting on this forum - I hope I've put this thread in the right place. I've been a fan of stardock since galciv 2 and I have high hopes for elemental too. I've tried the day 0 version plus the first 2 patched versions and I've noticed alot of the issues that others on this site have mentioned so I thought I'd make some suggestions for improvement that the Stardock team might want to consider.

COMBAT STACKS:

Bands of troops clearly dominate the game at the moment and the way I see it you can either buff all the other creatures so they increase exponentally OR nerf bands of troops. I personally think they should be nerfed and I will try to explain how I think this could be done.

Stacks combine all their attack and defence rolls together to reach huge results - I suggest that the combat calculator simply takes the best scores and ignores the other rolls and that a unit can never enjoy more than a 2:1 numbers advantage against another unit - I know that sounds confusing so I'll give an example based on my limited understanding of the combat calculator:

Lets say you have 4 lightly armoured spearmen against 1 champion. Each spearman is 8 attack 6 defence (combined this becomes 32 attack 24 defence) and the champion is 10 attack 16 defence.

The spearmen attack and roll 7+6+3+2 = 18 attack; the champion rolls 8 defence - so under the current system the champion takes 10 damage. I suggest that the spearmen can only benefit from the 2 best rolls against the champion's one so using the above example 7+6 are used and 3+2 are ignored so the spearmen deal 5 damage not 10.

Lets assume the champ counter attacks and rolls a 9 under the current system I think the spearmen combine their defence rolls but under this system they could only use the 2 best ones.

This should put a cap on the godlikeness of stacks while still allowing them to be effective - even if there are 12 spearmen against 1 creature they could only use their 2 best rolls for attack and defence. On the other hand if you had 12 spearmen against 4 spearmen the 12 would only use their 8 best rolls.

CHAMPIONS:

As champs gain levels they should get to roll multiple results for attack/defence and pick the best 1 result - spearmen hordes would still get to choose their best 2 results to the champs 1 but the champ is likely to avoid an extremely low roll this way. this should also extend to channellers casting damage spells - they roll multiple times and pick the best result - maybe 1 roll per level.

MAGIC:

Area of effect spells should have a multiplied affect against units of troops - maybe the units roll and combine all their defence rolls and the spell rolls for each man in the unit e.g. 4 defence rolls vs 4 attack rolls if there are 4 spearmen hit by an explosion. Spells that target individuals should ignore the unit stack defences - i.e the stack gets 1 defence roll for one man - thats it - on the plus side the spell can only kill one man and the excess damage doesnt carry over to the other troops in the unit.

I also think channelers should regain about 4 mana a turn as 1 per turn is painfully slow.

TACTICAL COMBAT:

As mentioned by others - I think base hitpoints should be increased for all units and attacks should be simultaneous between attack and counter-attack.

RINGS, AMULETS, PACKS:

Please cap the number of these that a champ can equip.

SHOP:

I think item prices should be halved for everything except upper tier weapons and armour which should be special and therefore remain pricey.

Anyway, just some thoughts - I think the key things are to boost magic and nerf unit stacks.

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Reply #1 Top

the mana regen rate is atrociously slow, especially for someone like me who went for a magic focused character. i assumed that this was down to my stats, techs or equipment rather than simply a global constant. if it's not stats i think it should be: i currently haven't had any use for essense yet, so that would make sense. something like 1+ 1/int above 10, so 3/turn if you have 12 essese etc (but impossible to go negative)

generally i think the random element is far too strong in this game. i hate the way spells can either kill in one shot or do barely any damage at all, or that my troops (which have as high a defence as i can give them with the basic level armour options) can be killed in one blow from a monster.

the best treatment i think is to move away from the random number X global constant style of mathematics. i know brad likes really simple mathematics but sometimes they can be really limiting.

for example, basic attack spell is currently intelligence X number of shards. so a early game wizard might do, say, 1-14 damage. most of the offensive spells i've got so far work on this basic formula. that can be huge in the early game, but if you roll poorly it can also be terrible (i've also no idea what determines the miss chance for spells). however, in the late game it can become quite pathetic without shards.

much better to take some inspiration from d&d and use random elements and modifiers. the random element is inherent to the spell, the modifiers are constant, which produces reliability. if you do it like

1d6 + 1 per int over 10 + 2 per shard

you get between 7 and 12 damage for a character with 14 int and 1 shard. much more reasonable imho.

i'm not sure how combat is calculated, but it could use some of the same thinking imho.

 

these are my thoughts with my limited knowledge. generally i agree with you.