[quote who="Frogboy" reply="17" id="2516049"] Go back to Lord of the Rings for a moment. Orcs on Middle Earth are in the purest sense elves, heavily corrupted and angry, but biologically you can still call them elves. Thinking of them as another race just makes it easier for the puropses of classification. And the same would apply to The Fallen right? [quote]Urxen and Trogs are biologically men in the same sense that Orcs are biologically Elves.[/quote][/quote]</p
Darkodinplus
First my question when you say "Crazy magic battles" will it be possible to have them in a duel like format? As for the rest fun tactical battle + 32 player multiplayer + awesome single player = epic win if you ask me. Although I would like to see diplomacy in the top 11 since diplomacy often gets the short end of the stick.
Great update Brad. Keep them coming. [e digicons]:thumbsup:[/e] The 32 player support should be allow for some legendary battles in that arena mode.
Merry Christmas to all and to all a good night! [e digicons]:D[/e]
Nice update and Merry Christmas
Is Armor (Defense) going to be damage reduction or evasion? I hope it is reduction and there is a separate attribute called evasion or dodge. It always kind of bugged me when armor was really evasion in a game instead of actually being armor.
I’m glad that has been cleared up and the more melodramatic members of the forum can pretty much rest at ease. Good clarification post Brad.
[quote] OK this kind of reply just makes me think you're not getting it. This type of example is exactly what there will NOT be. You are saying OK there is only two damage types, arcane and physical but then you think you are going to differentiate based on what school the damage came out of, and that the mobs "arcane" resistance is going to change based on what school the attack came out of. This is even MORE complex than just having damage types and resist
[quote]I was thinking that quests would be initiated something like this. You'd find a hut or whatever it would trigger the quest and if accepted, a new object on the map would be generated where the player would go to for the next part of the quest.[/quote] I’ve made some more detailed descriptions of the four quests I’d like to see in Elemental. Although I admit the rewards are largely uninspired but I don’t have enough information
[quote]So what? You guys have missed the point. What about melee oriented magical damage? Sword of Fire, Sword of Ice etc. All of these weapons would do the SAME dmg type: arcane in the vanilla game...am I correct? Oh well...thankfully we can add new dmg type categories via modding, so "hardcore" or more serious strategy gamers can have their fun as well. MoM was a good game, but it was way too simple in regard to the tactical combat system.[/quote]
Quest archetypes I’d like to see. 1. Defeat X in a One on One duel (My personal favorite. I would love to see some epic one on one battles setup at the conclusion of certain quests. 2. Find relic X’s missing parts and reunite them (These types of quests could really be awesome. Sometimes you could get a powerful new item or it could release some ancient evil) 3. Save
Transparency in corporate America? HERESY!
Just out of curiosity Raven why do you think there is a possibility of there not being numerous effects for specific categories of spells? I mean Brad said there would only be two types of damage not there will be only two types of effects.
An old post of mine [quote] I’ve been gone for a while but I have to admit this update worries me. So does this mean there won’t be any distinction between physical damage and magical damage? If yes I believe that is an utterly horrid idea that should be killed immediately. I could understand having simplified damage types but to have only a single damage type seems completely uninspired. I feel at the very least two
Is essence the modifier for magical strength and defense? If it isn’t I would add the following attributes. Base magical power (Adds a multiplier to the base damage of spells.) Base magical defense (Reduces the multiplier for hostile magical power.) <p class="Mso
[quote]Add a weapon triangle Currently different weapons don't do that much, besides different stats. Make it so, that Swords/Daggers -> Axes/Hammers/Clubs -> Lances/Spears -> Swords/Daggers (-> means left beats right; this could mean increased damage or other effects) Armour is fine, you can add unit speed increases to leather and cloth armour, while giving penalties to mail and plate armour to balance their different protection values.
I love these updates. Elemental will hopefully have one of the best AIs seen in a strategy game.
Tactical combat is a big part of strategy games and Elemental's tactical combat sounds just like what I'd want. Also Happy Thanksgiving.
I love the Starcraft II battle reports and such updates would be more than welcome for Elemental.
That was a superb video update. I hope Brad makes this a regular event. [e digicons]:D[/e]
Everything is sounding pretty good so far.
Welcome to the party. (Said the spider to the flies)
I’ve been gone for a while but I have to admit this update worries me. So does this mean there won’t be any distinction between physical damage and magical damage? If yes I believe that is an utterly horrid idea that should be killed immediately. I could understand having simplified damage types but to have only a single damage type seems completely uninspired. I feel at the very least two types of damage physical and magical would be needed.
I like option C pretty well since it is basically option A but with an event trigger for letting you know you don't have resources for an item. If you don't have a resource you shouldn't be able to produce an item / equipment.
Family Trees and Succession + players allowed in a game (32) + Customization = epic win. I'm also glad everything seems to be going well publicly for Elemental.