Things we can all agree on (a list of things that should never happen)
I think we all agree that elemental has made a lot of progress in the last few years, but given that this is such a huge game that tries to do so much there is still huge room for improvement. To be honest I haven't gotten to the midgame yet in 5 starts, and I thought I knew the mechanics pretty well. Rather than argue about fundamentals of gameplay and how we'd ideally do things if we were designers, I think it would be more helpful to highlight specific problems with the game that we can all agree shouldn't be happening rather than argue about how to fix them.
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I should easily be able to afford to give my characters the same equipment my troops have, if I should have to pay at all. This is just silly.
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Magic users should be doing comparable damage to fighters at all stages of the game, if not more, given that they are expending mana to do so.
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A unit being felled by a single blow should be a very rare ocurrence (ie, demon vs militia). It makes first strike too important.
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I shouldn't have “strong” rated monsters prowling around my territory when all I can realistically have is a sov and one or two units of spearmen. There should only be two ways I interact with monsters: tough ones that keep to themselves until I can beat them, or ones that attack me but I can beat so long as I make reasonable preparations (so until I have something better than spearmen in leather, we're talking wolves and bandits). Killing you when you've done everything you reasonably could is not fun and should never happen. Yet it does and this is how all of my games have ended thusfar.
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If units are going to attack my cities they should get on with it instead of hanging around making me think “maybe I can get away with ignoring them.” 10 turns of “dithering” is not enough time for me to raise an army capably of beating them, if I can afford to do so at all with my one level 2 city. The dithering just gets the designers off the hook for throwing enemies at me that I can't possibly defeat and just makes my death-by-coin-toss drawn out and frustrating. A human player goes for the jugular, and would only run around squahing resources if he was unable to defeat the enemy head on. The AI should do the same. If removing the dithering means that everyone gets mushed then that just shows you've balanced the units badly.
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I should be able to upgrade units by putting them back into the queue rather than paying with cash. 1000Gold is much more valuable than the 6 turns it would take me to simply build a new unit. It's been 4 games since the original release of galactic civilizations 2 and stardock still don't seem to “get” upgrading.
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NPCs for the opposite faction should move away when they come within influence of my faction instead of clogging up the map and hemming in my cities
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A new city should be able to afford to maintain a unit of militia to defend itself and one or two buildings, without going into the red. Why give me the option to build stuff when there's no way I can afford it?
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The character design screen should tell me what stats my choice of race will give me.
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The world set up stage should suggest a recommended number of opponents for each given map size. There's no way for a new player to know how large a large map is.
So if you agree with any of these let me know, or if you have any other suggestions I will add them to the list once they get the support of another poster. Please try to be specific rather than vague requests like “units should be competetive with champions.”