i think that the champions should be able to change their spells or spellbooks out at anytime when they visit a settlement with some sort of magic school. actually it would be neat if every city had random spells. maybe the more arcane type stuff you built there they would have more random spells, but never all spells. these would be based on the spells you know. this way you would have to send your champion around to different places to
Stmorpheus
i think that it would go a long way towards making the champions more unique. as it stands sometimes i can't tell one from the other, that is other than looking at a pic.
yep i actually wouldn't mind going to 4 turns = 1 year as long as the children are really worthy to have around(man just sounds wrong saying that lol). this would give them a much longer life, and make the game have a smoother continuity. it makes sense for a large battle to last maybe 2 or 3 seasons. this would be considered contested ground and well i am sure there is some sort of historical precedence to back this up.
yes i have to through my own experiences in there and say that this plagues way to many games. i am hopeful that there will be many viable starts in elemental that will suit the play styles of everybody, without handicapping it.
the problem with it not being a year though is, if you got married and had a child, without it being 1 year per turn it you take a while for them to grow up. if 1 turn equaled 1 season passing that would be 4 turns for a year. it would take 80 turns for you child to grow up to be usable. so i dunno, to many continuity issues may occur.
[quote who="XeronX" reply="12" id="2632566"]You know I guess it is an immersion thing, But I can say that I never ever really associated a real time frame with turns in any TB games I played unless they put in seasonal effects. Combat taking place over multiple turns wouldn't bug me, in fact I love the idea. I just have trouble understanding not doing it becuase some pre defined 1 turn = 1 year thing. Personal thing but I would hate to see an idea as good as multiple tur
[quote who="John_Hughes" reply="8" id="2632374"] Quoting Stmorpheus, reply 7i would like mutli-turn combat as well, but isn't a turn in elemental a year? it would be fun, but a little unrealistic lol! Once we hit the Tac map, time would have to be adjusted accordingly.... If a Large engagemant lasted 4-5 day that would be considered a major Battle in my eyes.[/quote] Well what i mean is, that if you initiated combat. then the battl
i would like mutliturn combat as well, but isn't a turn in elemental a year? it would be fun, but a little unrealistic lol!
After reading about WEGO it does seem intriguing. i do hope that they bring in multiturn battles. maybe have all combat happen at the end of a turn? not really sure how the turn system works however.
i could see that certain very powerful spells might take up more than 1 slot. also yes, the current system definitely makes it to where you have 1 extremely powerful hero in an army as opposed to needing a few(if you can spare them). that 1 guy could cast the protection spell, and then cast whatever other spells he wants. my way you might have to expend major resources getting those few together to pull off some amazing combat magic. </p
my first double post!
after thinking about it a while, i think that both sides should have morale problems. i think that at teh start of the battle each unit has a base morale of 100. any bonuses increase this amount. also a champions leadership skill affects it as well. each combat round(each player goes once) 1 morale point is ticked off the units morale pool. each time a unit is attacked another point is ticke
yeah, i guess that we all really want this to be the game of our dreams, and if something seems to not go the way we want it, passions flare. i think that most of us realize how talented brads team is, this is why we are so passionate about getting the features that we want. because we know that the game we always wanted will be in such good hands. i guess its like parenting in a way, you watch your children grow, and you hope they turn out ex
after thinking abit about this idea. it dawned on me that it would create alot of scenarios in which you would have multiple hero units in the same army. so that you would have the spells you need, almost a sort of party of heroes and an army to contend with. i like this idea the more i think about it.
I really think we need to play the tac battles first before passing to strong a judgment. we need to see the bigger picture here. stardock has been making games for a long time, i really enjoy their games, so i am gonna have to just put my faith in them that what they have going will be great(if not perfect). i do think that raven makes alot of valid points, and i think beta 2 is gonna give us our first real taste of elemental. just gonn
i am not sure how things are implemented right now in the current build, but after thinking about it for a while i think that champions shouldn't have access to every spell the sovereign has. i think that each unit that can cast spells, should only have a limited number of spells, with only the sov having all spells. i would like for each unit that can cast magic to have a certain number of spell slots to pla
Combat speed: Combat speed as described here sounds fine to me. i prefer this combination of attack or movement points. Morale: i like the way you explain it. its simple and effective. Terrain: excellent as long as there is varied terrain, and many kinds of bonus's or uses that terrain can provide. example: ancient
i really think we should wait and see what stardock has given us before we decide anything. seems to me that everybody has some ideas but we still don't know exactly how it works out. i do like pure turn based, simply for the fact that i like to ponder strategy without worrying about time constraints. however, i do see the allure of real time combat as well. as they have said, the engine the game runs on is a RTS engine, that should mean
well the idea of formations presented here, formations would only be used in company level units or higher. so if you had 5 single units, 2 parties and 4 company's. then the only formations you would worry about are the 4 company units.
well so far in the game you can create singles, party, company, platoon etc. i would assume that you control them based on the type. if you create 10 singles you would control them as a single, if you create a company then you control them as a company. i do think you should be able to split them if you wanted to.
i for one am glad that the battles are Turn based. i just don't want to have to think very quickly in battle. i want to be able to think about my strategy, atleast for single player. for multiplayer, perhaps a timer that gives 1 minute to make decisions.
good stuff, good stuff...
yeah i think global spells are a must. they should be very powerful and useful and require essence to cast. i have been playing alot of master of magic lately, and i gotta say i love the zombie mastery spell. it cost a lot to upkeep, but man look at the zombies. Actually i could think of a global spell that when cast it begins to draw creatures to your service. imagine casting it, and watchi
i personally find that formations in RTS games are largely useless. you could change the formation types in supreme commander but it really didn't help much besides getting all your units there at the same time. i think in elemental formations should be attributed to movement points. if a company of swordsmen with 2 movement were to fighting then you could: move 1 space then change formation</span
[quote who="Trigeminal" reply="3" id="2625989"]Ugghhh. I hate steam because it always has to be open with the game. Why do companies use them? Wish SD would get their shit together with impulse and make it more competitive in the few features it lags in so devs could use it and we could have some real competition. I don't care who wins I just don't want the monopoly we are now seeing. First Civ V and now Kings and catles, ugghhhh.[/quote] yeah but you got