The purpose of this post is to simply jot down thoughts and personal opinions that arise as I go through the normal routine of playing a game of FE. Some may be deep, some not so much; most will be stream-of-consciousness style so please excuse the rambling paragraphs and bad grammar. The content will be constantly updated as I continue my journey through Elemental: Fallen Enchantress.
*** Last Updated: 1.31.2012 [build .77]***
- I'm really not liking the way loot pop-ups invade my game-space. I would much prefer a somewhat more traditional list of looted items, with descriptions added on mouse-over. After battles, I would also like the looted items list to be separate from the monsters slain list. I would also like to be able to choose which items I pick up, and which I leave to rot. Also I would like to see all items that don't have a game function (ie spider webs) to either just disappear or become useful; give me the damn gildar instead.
- Magic...I'm just not completely happy with the current implementation. The Magic technology tree is by far the weakest link in the technology system. What happened to the spells? And why is so much of the tree related to questing and a handful of magic items? Surely something more can be done. Why do quests need to be researched in the first place? I was under the impression that this would be removed in FE; it seems rather forced and not-organic. And back to the spells...surely *some* of the spells could be researched. And what about some cool mana enhancing buildings? And shard transformation - I was thinking there ought to be spells or buildings (or both) that cold transform like 2 shards of one color into 1 shard of another. And the mana system. Maybe have the baseline for each shard be at 10 instead of 2, then some chanellers who are not so gifted at using magic (Verga?) could get -50% or -75% mana from shrines, or, on the other hand, buildings or traits or items could more incrementally adjust mana flow (+5%, -10% etc) and it would then be noticed. I know this would take a huge amount of effort to re-balance, but really broadening the scale of mana input and output among all spell levels might be worth consideration. Big, world-mangling spells maybe should cost 10,000's of mana, or more! Oh, and I think shrines ought to be *expensive* to build, resource-wise. There's so much more I would like to say about each of these points...maybe later.
- I'm really liking the new monster AI in .77 - although I think the AI factions are having a tough time with it. Maybe some defensive strategy for the poor ladies and gentlemen.
- I was just thinking : what if instead of champions automatically learning spells that others know, if they have to go to a city to 'learn' each new spell. Maybe have a training time and gildar cost? Perhaps the train time could be affected by the champion's intelligence?
- It would be so nice if each faction had a few unique buildings. The factions still seem really bland to me.
- Speaking of buildings, and traits, can we think outside the box a little bit? Where's all the cool combat traits (+2 Con...really?!?!?) And what's with the buildings that do the same thing? I mean, this is supposed to be part rpg, right? Let's get a little crazy, loosen up a bit, have a beer or two (or whatever floats yer boat) and then brainstorm.
- Outposts are GREAT!!! But they can be better!! Maybe some can garrison units, or some can collect certain type of resources more efficiently. Why aren't outposts part of the tech tree, with its own branchings into different varieties? There is such a gold-mine of possibilities here (no tangential pun intended.)
- I don't understand the point of making items upgradeable on option in the unit design screen. Is there something I'm missing? Why can't anything be upgradeable if you have the resources to pay for the upgrades?
...and more to come!!!