Most/Least Favorite Concepts of FE
Good Morning
Recent threads have had me grinding my gears as to what are the most admirable concepts FE has to offer so far: I propose the following:
List the 3 best and the 3 worst concepts you find about FE to date. I'll go first:
Top 3
- Shards: Love how they're impact scales spells and abilities. Love the variety available. Kinda miss how spells could 'fizzle' when in proximity to certain shards. (thinking back to MoM)
- Cities: Love the level up mechanic, the city specialization, and the multi-tile expansion with same-site improvements. Simply put, the best city mechanic I have EVER seen in a game. Don't like how 'build' auto-highlights for the item on the list as it makes for accidental builds.
- Essence: Love how they're impact scales enchantments and allows your cities to specialize. Really makes your nation dependant on magic to survive. Would be nice if 'corruption' enchantments could be placed on opponents enchantments that can make them hinder instead of enhance. Naturally, there would also have to be 'cancellation' spells to cast so that you can restore your buff enchantment.
Bottom 3
- Wildlands: Currently no need to ever enter one. It's currently a 'time filler' mechanic. Needs to be an RPG drive for you to WANT to complete them.
- Campaign: For a TBS game, this is a gimmick, imo. Campaign/story elementa should be loosely intergrated into the sandbox mode so that each empire building experiance is an adventure aswell.
- The Store: This is just missing so much. Don't like how you can buy in other faction territory (or at least, don't like how you can buy for the same price). Don't like how it's not organized. Don't like how there is no vault or way to transporting items to other heros. Don't like how you can tech and KNOW what's in your store. There should be a bit of a random element too (the wandering merchant) experiance.