Town battles

One thing that I think is currently greatly lacking from the game, is strategically defendable positions when an enemy attacks one of your towns - or vice versa.  Currently, you would hardly know that you were attacking/defending a town or city.  If a town has a wall, I would like to see this represented in TBs.  Defending units that are behind cover should receive a defensive bonus against spell/arrow attack.  For example, if a large force were beseiging my lightly defended town, I might place archers in cover at the gates, to pick off the advancing enemy.  I might place a mage on a hill, from where he could unleash his spells over the walls, or position my cavalry such that they could charge (and receive an attacking bonus for doing so) as they saw the whites of the enemies' eyes swarm towards the defences.  I think that this would improve the strategic level of TBs no end, and also allow for seige engines to play a more crucial and specific role in battles.  There could be new spells, increasing the defensive values of walls, or those that reduce or even destroy them.  An epic game like Elemental very much needs something like this, I think...

8,216 views 6 replies
Reply #1 Top

 Hmmn, if wishes were fishes.. yum. I also would love to see city battles be city battles & not lil village props, hehe. Hmmn, gonna dream about this probably.. I blame you. ^^

Reply #2 Top

would require alot of work from them -

and also to increase the size of the battlefield -


buut let them get 1.1 out properly and then we can all dream and hope for it

Reply #3 Top

I`m almost sure, we will get such feature in expansion pack.

Reply #4 Top

Quoting Diardiamond, reply 1
 Hmmn, if wishes were fishes.. yum. I also would love to see city battles be city battles & not lil village props, hehe. Hmmn, gonna dream about this probably.. I blame you. ^^
End of Diardiamond's quote

Aaah, but what a dream it will be... ;)

Yes, I know that 1.1 is the focus now, and that we're very unlikely to see anything like this for a while.  It's just a glance at the devs, in the hope that they were thinking along these lines, and are considering these possibilities.  It's not impossible, right..?

Keep up the great work SD, Elemental is going from strength to strength! :)

Reply #5 Top

Hey, sounds like Master of Magic... Which I've actually gone back to playing.

 

I love where Elemental is going.. but it's just so not there yet sadly.

Reply #6 Top

I love where Elemental is going.. but it's just so not there yet sadly.
End of quote

Agreed.  A long way to go.  IMHO, it needs:

Atmosphere - lore & immersion into the game world

Items - interesting item drops from vanquished foes, and much more variety in the shop, with magic items and rarities that appear from time to time.  The ability to craft your own magical items, with the use of runes, midnight stones etc..  What actually is the point of midnight stones, currently?

Tactical Battles - far more involvement and the sense that you are in the thick of it, fighting for your life.

Economy - tax rates?  Much better trade options and ways to use resources.

Dynasties - more depth, intrigue and subterfuge.  Sovereign deaths and succession (please..!)

Naval combat - goes without saying.

AI - we all know about this..  + far more interaction and cultural definition between the factions.

Town planning - I want to feel that every structure that I build has a vital part to play in the growth of my settlement - and more difficult choices between building one thing over another.

Natural Wonders - to promote the scramble for territory, beyond simply fertile land and shards.

Random events - these would really help you believe that you were in a living world, with local/global consequences for each action.

 

I really believe that such things should have been in the game from day 0, but these are just my opinions of course.  But I do hope that some/all will make their way into the game at some point in the future.  1.1 is a stepping stone that I fully support and believe in.  Onwards! :)