reapy54

reapy54

Joined Member # 1314951
3 Posts 13 Replies 675 Reputation

The fixed is more immersive, the scale is somewhat better for gameplay, but seems to break with the towering units when you back up. I really enjoy scale, and if you are going with the look of the game as being a seemless world, I think keeping everything relatively the same size is important. For example, having a HUGE unit should be HUGE proportionally to buildings and world features in addition to units. With the scaling, it will only be large in comparison to other units, otherwis

123 Replies 290,204 Views

Ok, we can scale back all works of fantasy and find a common theme... every story has already been written before, we know that... but its the variation on the classic theme that makes it interesting. So we see the classic theme going, happy to start, bad guys come, fight, blows up the world, now we rebuild. I can see how the game mechanics are writing the story, which is a fine approach to take. I see the components of ideas coming together...but don't be afraid to go d

21 Replies 91,587 Views

Ultimatly at the end of the day elemental is supposed to be super modable, so it is really the system behind the races that is going to be elemental. Personal taste is highly subjective...and intial concept art is not in game resources, but still, more variety is needed, based on the concept art alone there.

115 Replies 216,569 Views

Each of these races are very bland and non interesting. Granted this is initial concept art, but they all look like the same race, a blue guy with different armor. They all appear to be different unit types for the same race. Are these designs just placeholders or are there near the final look for each race? Are the designs limited in their creativity due to the difficulty of generating children that are a blend of features, or it makes it easier to perhaps algorithmically generate

115 Replies 216,569 Views

I've always tried to turn every continuous turn game into a turn based when I could. I guess it depends on the game design if it will work. For strat games generally I enjoy turn based where I don't have to worry about pausing frequently to keep track of everything. I mean total war style is fun and all, but one of the things I always hated about it was frequently pausing to keep the guys walking in proper formation. At any given point in that game a single misclick could shatter your entire

34 Replies 70,852 Views
Reply to Unit Size in WOM Ideas

Right, since we aren't sure how battles play out it might be a moot issue. But I guess the 'build 10' button they have in there might eventually become something like 'build 100' and actually be feasable to build multiple times. I guess what got me thinking on this was the latest post about building units and having each with its own rack of items on it, which might lead me to think that if you aren't abstracting what you are building as a unit of guys, and a solo guy, managing 100 gu

5 Replies 5,914 Views

Ah thanks, I had missed the updates with the camp #3 and #4 stuff. Actually #4 sounds really similar and I'd put my vote in for that system. I hope they are leaning that direction, sounds like it will strike a nice balance where you can make decisions and not HAVE to micromange, but it will pay off if you reeeaaally want to.

2 Replies 4,663 Views

Has elemental established a basic economy model yet? I think the game won't really begin to take shape until they have settled down on the basic way that money and resources are going to exist in the game. Here are a few of my suggestions. Firstly, in a 4x game, having a strong abstraction is important. A player has to feel like a leader, and make leader decisions, not micromanage the number of bricks and sheep they have. If a player in a 4x game ever has to look and see that they

2 Replies 4,663 Views

I'm in favor of penalizing per turn or making the unit costs jump up. (Option B). Lets take a typical example of resource control: Turn 1 - I have a unit guarding my mine. Turn 2 - enemy comes up and snags it from me while I wasn't paying attention. Turn 3 to 5 - I gather up army and start moving to take it back. Turn 6 - I take it back. So in that short time between turn 2 and turn 6, lets say I had 10 cities producing troops. I now have 10 troops scat

123 Replies 357,098 Views

So, I was thinking how right now in the unit designer, we are making guys one at a time.... I think that 1 guy right now should equal about 5. Maybe as the game gets flowing large stacks of units might be churned out, but as it is right now, you are going to have pretty small battles. Do you really want to fight over your town with 10 guys vs 12 guys? If one unit you design comes out in stacks that are about 5 or more units, you then have a 100 vs 120 person battle, which feels more 'ep

5 Replies 5,914 Views

First off, great start to the game. Loved the intro screen, brought me back :) Obviously there isn't much game there to comment on with suggestions and is still early and looking to keep the thing running without crashing. I was able to play around for about 20 min last night, ending in a CTD after tearning in the main map graphically. I think this type of CTD has already been reported, there was no err log for me to add other then to say i CTD :( But anwyay, I just had a suggestion f

10 Replies 37,921 Views

I honestly think that TW style battles have no place in elemental. They just take too long to play out and slows the game down way too much for the flow of a 4X strat game. I say this also having purchased every TW game ever made and playing them a ton. I find them fun, but it just does not fit for this game type. One of the big problems in TW battles are organzing your units and getting them to move in formation. It's more annoying then anything, I feel I spend most of the time

30 Replies 28,601 Views

I agree with a lot of other people here that MoM is one of my all time favorite strategy games. I think for its time it had a lot of great things going for it you hadn't seen in similar games. The biggest thing for me was the fantasy theme. Back then there were not many strategy games that tackled a fantasy setting. I'm not sure if HoMM had been released yet (though I did not like homm). Either way, it basically took the amazing master of orion, smashed it in with great features from

49 Replies 51,183 Views

I'm sort of inbetween on the graphics. I like the look close up in that battle scene, if that is how combat will look i'm then 100% happy. I really enjoy the sort of anime/cartoon look in games. I am huge fans of say Tales of Vesperia's art, or Fire Emblem's (GC + WII ones) look and feel. I think also this graphic style should hopefullly lend more to being able to customize the troops with a larger variety of things. If you go really gritty and "real", it would make it next to impossible to b

132 Replies 359,618 Views

This is an intersting thing to think about, and i'm really curious how they will make the troop "building blocks" work. I have a strong feeling we will get a better idea if we take a look at galciv's ship creator, or maybe if there is general customization in their latest game (forget the name haha). I never saw what galciv2's grew into with expansions, but I have a feeling that'll be the base for where this one will take it. In some ways, you saw how you'd slap an engine on the ship somewher

18 Replies 12,721 Views

I think there are pluses and minuses to each way of doing things. I know it is out of genera here, but if you look at final fantasy 12's battle system vs all the other ones, it makes an interesting change in the feeling of how you are playing. In 12, the combat ceases to become turn based, meaning I do not pick which spell to cast on which guy in what order. Instead, I control my main guy, and set up a series of actions for my companions to partake. At any point I can pause a battle,

92 Replies 224,244 Views