@Artemuscn: Based on your comments about the games you like to play, I would highly, highly, HIGHLY, mind you, recommend you check out Sword of the Stars: Complete Collection. It's a fully fleshed out turn-based 4x style experience (though the tactical battles are real-time, not turn-based). You design your own units/ships and fight them in real-time. What's really nice about tactical is that if you don't like "twitch" RTS play, you can just give broad "behavior based"
Scourge012
Now, now, there's no reason to get too nasty, we are just talking about a hypothetical solution here. The main reasons I think this solution is good is because: 1) It has the same effect on gameplay as another stat 2) It's easier to do meaning we have it sooner 2a) It's easier to balance because you won't necessarily have to rebalance other things around it too much 2c) The straightforward answer to magic being underpowered is to make magic
See, adding more game concepts is exactly what they should be avoiding right now, especially since this game has some concepts that aren't detailed. The reason why games like Elemental, despite their entertainment value, are a niche market is because they are pretty impenetrable. You have to keep a lot of things going on in your head if you add separate resistance to magic--especially if you do that post-release and pre-expansion. Original consumers won't be that familiar wi
Hey All, Long time follower, first time poster (at least in this particular Elemental forum). I've been reading up on a lot of the threads regarding balance, particularly about the ones dealing with the use of magic. I have to agree with the problems and gameplay mechanics that the "main problem" creates. Here's a brief summary of the problem as I see it: 1) Magic attacks are too weak and too "random." A typical mag