Could there be some standardized tournaments with scores saved to the server? And anti-cheating at the same time. Don't know if Elemental was built for that, but I would like a ladder or something like that for strictly the tactical game. Mike
mkjhartmann
I am more into the idea of deeply developed 10 factions, with distinctive art and great stories, rather than too much customization. I feel that there has to be some thread to hold the entire project together, and having a well developed universe would do this.
Wasn't that screenshot from Ultima in the Apple II days?
SP-95% MP-5% Maybe more MP if it is easy to find a game, and to finish it in about 2 hours. Mike
Being the klutz that I am I could not confirm an action in the beta, since I did not READ the buttons. In all windows applications that I am familiar with Yes is always on the left, NO on the right. In Elemental is exactly the opposite. This will cause an endless amount of confusion and complaints from users that are equally window centric and just always press the LEFT of two buttons to confirm an action. Hope I put this in the right place, and right format. I
That is very cool. What an impressive company, led by a great leader. Wow. There is hope yet for American business! Maybe a run for Congress for the Frogster? It sure would be better than the lazy tu.ds that are running the country right now. Congratulations! Mike
It's a game; not a career-except for those developing it. Games should be fun, and some humor goes a long way. If you want totally serious the last I saw the IRS was hiring. Just my 5 cents.
I really like the idea of making the higher level spells more accessable with a larger risk as outlined in the previous post. Particularly in MP this would lead to some interesting situations, with many different approaches and risk profiles. In a way, as a MP player you would have to adjust your style of play depending on what you knew about your opposing players. Kind of like profiling a player in poker. I have no idea if this concept has been consid
Well, I just got nailed on the river in a poker game. Grrh. But to me that is why I go back to it. It is a strange combination of skill and luck. They say most battles, and wars, are such also. Therefore I think an element of risk should be involved in messing with magic. I really don't like the works 100% of the time approach to magic. I like the idea of the chance of success increasing as the caster becomes more powerful, but givi
My idea was that the truly horrific spells could carry a risk of "back fire", sort of like the nukes going off right at launch. Keeps the game exiting when you are close to winning, but could still loose it all. Seems to me that they could then allow access to more powerful spells earlier, but at a great risk of either just a fizzle of a complete backfire. Backfire could be anything from death of the caster to the effects landing on the casting, or possibly
I play in a lot of poker tournaments, and one thing that always keeps the game exiting to the end is the ability for either a dramatic come back or unanticipated catastrophic collapse. So in order to keep end game exiting maybe the powerfull spells could carry a certain percentage risk of a "backfire", possibly tied to the strength of the caster. If he casts a "Create Volcano" spell maybe there should be 10% chance that it shows up right in the middle of his terri