I don't even think it would need to be that complicated. Since magic in the game I believe is going to be the equivalent to a rare type of energy you should just be able to cast the same or a complementing spell to achieve the desired results. I like ritual type spells but having to perform a generic one just to combine / strengthen a spell seems kind of lame. I think it should largely be situational or b
Darkodinplus
[quote who="pigeonpigeon" reply="6" id="2227053"] And I would be even happier if you told me that the size limit isn't a rigid cap but a threshold beyond which your army's efficiency degrades.[/quote] I wouldn't like that at all. I would prefer if they just made armies past a certain amount unsupportable financially. Where theoretically you could create an army of size X but it would cripple your economy because it wasn't sustainable.
No word on player created super soldiers yet? Damn. (goes back to waiting patiently)
This sounds awesome but it leads me to wonder just how unique can I make my army. For example is there a significant difference in how a squad of spear, axe, or sword men operate similar to real life? With out that kind of diversity in combat it seems like it might be difficult to differentiate your army. In most games the only difference between the operation of spears, axes, swords or whatever is their look and attack animation. The end result of picking weapon X being indistinguishab
I've always been a fan of combination attacks ever since I played Chronotrigger as a kid. Although hasn't this been discussed somewhere before? Well that really doesn't matter I would still love to see some type of magic interaction and combination mechanic for Elemental. It would be awesome to be an Air mage and summon a tornado and have your buddy a fire mage cast inferno resulting in a blazing tornado.
I really haven't heard anything about supcom 2 although am looking forward to it. SC2 should be awesome although I have concerns about Diablo 3 I mean after Lord of Destruction there really wasn't any place left to go. Diablo is dead, Mephisto is dead, Baal is Dead. I suppose they could resurrect one of them or have the 7 lesser evils join forces and try to take over the world. The plot could be highly suspect in my opinion which was the one of the major reasons I pl
The complexity of camp 1 could be an issue but I also don’t want a totally watered down economic system either. That is why I feel a general economic management system would make most people happy. If you didn’t care about adjusting resources for a specific purpose you could leave it to the AI with your only duty making sure you have enough myithril mines, iron mines, crystal shards, or whatever you need. However, if you wanted an added layer of complexity y
I’ll apologize in advance for the crudity of my altered picture. Here is a bit more descriptive version of what I was talking about in my previous post on this subject. Essentially you would apply the above template to most or all of the resources in the game. You would also be able to
I vote for camp 1(preference) or camp 3. I would also point out you could make a general resource control model. Where there are only certain general resources like metal, timber, stone, food/drink, crystals, and animals or whatever you guys want. While there would only be general resources to manage the variety of each resource could be large. For example while the player would only mess around with the metal sliders/buttons metal could actually break down into copper, iron, steel, m
Knowledge is king and we just got a ton of info from this update.
This sounds Awesome, AWESOME TO THE MAX!
It's good, I've had more fun but worth a look if you like turn-based combat.
Nice podcast, some good info on elemental.
[quote who="Ellestar" reply="23" id="2174962"] I think you completely missed the point that all what you mention is in no way universal. Geneva Convention is new by historical standarts, rape was legal at least until slavery was legal. "Pedophilia" is legal for sure right now in some parts of the world (in democratic countries too).[/quote] Universal, you apparently missed the point of what I was trying to say so let me clarify for you, there are certain unive
I have to admit un-victory conditions sound awesome I would love to complete or try to stop someone from completing the zombie apocalypse spell (Brings all deceased humans, monsters, dragons, etc back to life as undead to wreak havoc). I can also think of a few victory conditions I’ve never seen before 1. Temporal anomaly victory: Construct a magical gate that sends one hero and his personal body
[quote who="b0rsuk"] This is going to be low: how about American soldiers in Iraq ? The treatment of prisoners etc ? American soldiers were supposedly the good guys. It's certainly possible for a 'good leader' like G.W. Bush to not be able to keep army disciplined. Would things be different if there was harsh punishment for breaking human rights (prisoners)? [/quote] You&rsqu
I don't see routing as a problem if the units only run away in reasonable situations. If I'm winning a battle decisively and 1/3 of my army decides to go on vacation then I'll be mad but I don't think that will be the case in Elemental if routing is even included.
I'd prefer to have a "Zone", map, whatever filled with 3 dimensional space and units would move accordingly. That however isn't very likely with a TBS so squares/hexes/ octagons makes no difference to me.
[quote who="BoogieBac" reply="19" id="2157229"]Yeah, GC2's setup screens got REALLY unweildy as we continued adding setup options, so with the downloadable content and other new features we felt this was best added as its own section of the setup process (and not just shoved into the 'world setup' area).[/quote] Since Elemental is a fantasy game it might be cool to have the set up screen mimic a story book or something of that nature. So the player is already starting to get involved
I've always liked familars in D&D games, that could be interesting in Elemental. I would guess that the familars available would be based on your school of magic and your alignment. I do wonder how development would be handled overtime. Would the familar increase in power automatically as the Channeler gained levels or would the Channeler have to invest more essence directly into the familar to increase its power? And, I wonder to what extent a familar's power could grow if implemented?</
I hope the final unit editor has a "Large" bank of faces and body types so every single soldier doesn't look like some bum they got off the street. It always annoys me to no end when every single soldier in a game looks exactly the same, unless it is the Clone Wars in star wars. However, I'm very optimistic about elemental since they described humanity with great diversity in the lore section.
It really hasn't been that long has it? Perhaps I've just been busy and haven't noticed.
Repetition is an inescapable part of existence and that can’t be changed. Of course, repetition also translates into consistency which I personally like in a video game. A problem arise when the game is so consistent that you can easily predict the outcome of an action before it is even made or when there is only one choice to be made for almost every situation. I think a game has the most replayability when it has around 5+ meaningful degrees of freedom and perha
[quote who="b0rsuk" reply="9" id="2151954"] GW Swicord: A fantasy setting doesn't imply sounding pompous. Just because a lot of fantasy was inspired by Tolkien, which was largely black&white, doesn't mean that some can't be inspired by Machiavelli. In fact, I really enjoy Song of Ice and Fire by George R.R. Martin . It's so morally ambiguous it's refreshing.[/quote] A guy making 500 word posts and referencing Machiavelli that doesn't want a fanta
Most of what you describe seems fairly "reasonable" to me and I am generally in favor of more options when they result in game-play diversity. Although I find the hero/Channeler choice a bit over zealous, possible but unlikely I would think.