This idea of slayer units (or Special Combat Unit S.C.Us) is on a tangent to what I was originally suggesting. Considering how in Elemental there won’t be knights unless a player decided to make a knight I would assume the some applies to S.C.Us. For example if I had a war with player X and he had a Steel Golem in his army Instead of just producing more spearmen, knights, and archers I would go to the unit creator screen make a new unit call him Anti-Golem Infantr
Darkodinplus
Personally the detailed overseeing of how reserves are distributed to forces that have lost men doesn’t appeal to me in the slightest. I mean that really is a mundane task that should be handled by your central command, war chief, supreme command, and or secretary of war. I would like this to be handled automatically (perhaps with some visual component) with the player having the option to set the amount of forces to be used as reserves and maybe the priority of a
I think you can have just about anything you want if you're willing and able to mod it into the game. I would be "surprised" to say the least if you could make an all female hakamas / kimono wearing army from launch. That being said I'm sure Stardock will include some variations on armor and weapons so the player has a good selection but I don't know if you will actually be able to build a weapon or uniform from the ground up visually. As long as I can pick color scheme, weapon style, and arm
The big three of any game for me are. Number 3: [Strategic/Tactical Depth] This increases a game's re-playability and fun factor overall for me. Number 2: [Gameplay] Great gameplay in addition to reducing potential frustration just makes the game more inviting and fun. Number 1: [Plot] I'll put up with a lot of crap for a good plot unfortunately they are few and far between in most games although there are still a good number o
[quote who="TheColourOfHeartache" reply="24" id="1985703"] BTW fire and ice arn't really too opposite to mix, useing negative fire magic to suck the heat out of water would make ice. As for mixing elemetnal types, why not? It makes the decision to study multiple elements more interesting.[/quote] Well the example I used was purely an example and nothing more I'm obviously not a developer so I wouldn't be making the rules, I thought tha
Perhaps I'm missing something but it seems most of us are agreeing but we disagree in one area. I think the source of the problem is the level of “control” over a hypothetical magic system. After reading several comments some of you wouldn’t mind a non-linear spell for example that starts off as a fireball hits the target, creates an earthquake, then creates an ice storm, then turns into a bolt of lightening and strikes the target, finally su
Actually I was shooting for a scenario similar to player A has a dragon in his army and player B doesn't but other than the dragon it's a fairly even match. Obviously player A is going to send his dragon to kick player B’s ass it would be nice if player B had the capability to create a limited number of very powerful units or weapons in an attempt to level the playing field. Of course these units / weapons wouldn’t be as powerful as the dragon but the bat
My argument for magic is very simple have magic = energy instead of magic = magic. If you make magic the equivalent to a special type of energy then only 3 things would be required to make a spell those being the laws/rules that govern a type of magic, variables that alter the magic’s effect, and the visual appearance of the spell. I would prefer a magic system that is close if not exactly like this. With magic = energy you have a very linear cr
Flyguy7 you may have read way to much into this lol I mean......yea......
[quote who="GW Swicord" reply="5" id="1980631"]Seems like Darkodinplus is wondering if we'll have a sort of empire-level analog for that in the 'normal' unit and magic item production systems. [/quote] That's what I would call hitting the nail on the head. I should note I hadn't expected produceable super weapons / units to be as powerful as Doomsday spells, Dragons, or Epic Channelers. I was just talking about powerful weapons / units that could be produced in limited quant
[quote who="yotix" reply="24" id="1981739"]With all brutal honesty, I consider this to be the worst graphical design I've seen in a game in years. I'm really looking forward to a MOM sequel, but the current screenshots like e.g. https://www.elementalgame.com/Screenshots/Kingdom_Knight_Snow_1280.jpg look like they are from a mediocre Browser game. And about the characters ... https://www.elementalgame.com/Artwork/Worker_Concept.jpg It's not even April 1st, s
Introducing even a few shreds of information about the magic system in such an uninformed environment would greatly increase our understand of what has the green light in Elemental: WOM. I'm personally hoping for a magic system where magic = energy as opposed to magic = anything goes craziness. With magic as energy you could have 5-10 rules or laws for each area of magic and 2-4 variables for each law. This would allow for easy editing of spells and inclusion of new spells leaving o
[quote who="CrazyC0330" reply="1" id="1980502"]It's always been unbelievable to me how well the "Sims" games sell. I just don't get the appeal.[/quote] I heard that.
I really like the attention to detail on those models. I can't wait to see some up close unit models.
Havok only uses the CPU for physics calculations and probably will continue with that trend for the foreseeable future. However Intel's acquisition of Havok should translate to better performance since it will obviously be optimized for Intel CPUs opposed to AMD. If I remember correctly Havok tested there physics engine predominately on Intel chips anyway so unless Havok managed to come up with some new tricks that favor Intel CPUs I doub
[quote who="delad" reply="2" id="1977408"]Tamren That's what i would have to presume, given the info we've been given so far. You seem to presume that army creation is similar to HoMM (ie can consist of as few or as many as you can produce). However, I was thinking that troop production would be more along the lines of Total War (ie each group consists of a set amount of soldiers). I'd like to know which it is because I was thinking of how you would include officers in the army system. [
[quote who="Lord Reliant" reply="17" id="1976319"]Does this mean that SD will be using Nvidia's PhysX engine? If so, I'm glad I bought one![/quote] I get the feeling that Stardock will be using a homemade physics engine although it could potentially support the two big name physics engines (Havok & PhysX) but that’s purely a guess. I'm still dreaming of a game that semi-accurately (excluding some of the fun killing rules) simulates Ma
I personally think there is a difference between a duel and a duel to the death. Of course I typically go by the M-W definitions of a word, notice in M-W's definition death doesn't specifically enter into the equation but it isn't necessarily excluded either. Main Entry: duel Pronunciation: ˈ </sp
Opps that’s my inner real time strategist coming out lol. Well scratch the 3 -5 minutes and make that 10 – 15 turns. The only turn based games I ever really played were galciv II and M.A.X I consider them the exception rather than the rule.
With a little bit of imagination I don't think it is hard to imagine how non-fatal duels could fit in to gameplay. Here are a few I was thinking about when I made my OP. 1. Fun: (duh) a player might want to fight someone without losing the game. 2. Resources: This is a bit more advanced but lets say in a multiplayer game with 8 people (two teams of four) Team 1 finds an Earth shard / Dragon / rarity and two team mates really want it ra
[quote who="pigeonpigeon" reply="4" id="1976239"] If they're not to the death, then what's the point of having a duel in the first place?[/quote] Please refer to the last paragraph of my original post. I'm starting to get the distinct impression that perhaps some people didn't all that thoroughly read my original post [e digicons]:annoyed:[/e] . *edit* A usage I neglected in my OP is that a dueling system as described above would also be
I’m guessing something similar to this will be implemented minus your extreme mountain pushing, flying, immortal super man type hero analogy. I believe you’ll be able to reasonably increase the power and abilities of heroes but I would guess heroes can never get quite as powerful as a Channeler who invested all of his energy in himself maybe close but not quite.
[quote who="lwarmonger" reply="2" id="1975979"] a channeller who invests only in himself an overwhelming advantage as he goes around dueling all of his enemies who have invested their essence differently.[/quote] My definition of a duel is where both men agree to fight at a specific time at a specific place so if the player didn’t think he had a fair chance at beating his opponent he would simply decline the duel. If the player accepted the duel
Dueling System: Amended 1.1a I’ve been thinking about a dueling system in Elemental in part because the tactical battles sound like they are going to be cinematic and very dependant on customization. Based on what little knowledge is available right now I think Elemental would be a great game for some type of dueling system. The level of customization and physics alone in Elemental sounds l
I like this idea although balance might be a little hard. I think the easiest way to handle this would be to put the curse on some kind of timer 3 – 5 minutes would suffice I think that is long enough were you would definitely feel the effects of the curse but not so long that you would be crippled for the rest of the game.