We have been told that the game in its later stages will involve some pretty nasty spells - of a global (or at least realm-wide) reach. Such magic is seldom featured in classical RPGs like D&D (for obvious reasons, like not ruining the game master' s life achievement ...). But here we can indulge! [e digicons]:P[/e] There is in particular one such spell, inspired from literature, that I one day would
the Gorgon
I don' like this approach at all (acknowledging I'm not familiar with the SMACK me system)
Special resources sounds really cool. I would especially like to see: - meteorite metals - adamantine (= the hardest stone in the world, harder than diamonds, perfect for arrow tips and armour) - mithril (or it's non-Tolkien equivalent, but hey, this is Silmarillion, no?), could also be called noble silver, true silver or somethink like that - white gold (for channelling magic, he he he, all Covenant fans ...) - star fragments / star ashes <p
I think too much details and realism could be impossible for the player to follow and understand. After all, it's not intuitive, common man knowledge, I for one wouldn't know against exactly which armour types a flail is more or less effective for example. Most important for me would be to have some different weapon and armour types, and possibly some "special effects" of some weapons, like extra attacks or being able to hit opponents further away with a long pike. What should
I am a bit ambivalent towards the multi-world approach - it gets difficult to follow and if the "different" worlds are not handled well they can be pretty tedious, like dungeons in HoMM where you have problems moving around ... One dual world set-up that I think worked quite well was in AoWSM - a cool thing here was that your units were much weaker in the shadow world so you had to prepare to be able to use it. Should be optional in any case, even normal underground.
Please draw as much as possible on Mucha - I love this style and it works so well with fantasy. Another inspiration I would love (and think I can sense in e.g. the cover art) is Larry Elmore (illustrator of a lot of Dragonlance and D&D stuff, especially dragons). He is awesome, especially for the background environments. For the environment you could definataley draw on this.
As a baseline , this sounds wonderful. Great flexibility, strategic depth, unlimited types of units ... But some warning flags, where you have to be careful: - The game is called War of Magic, and we have been promised populous-like, global havoc. So, in such a game you don't want to spend more than half of a campaign trying to achieve the capability to produce a basic warrior with a blunt bronze sword and no mount. While the overall approach seems great, it shouldn't turn the
In my view the PvE should be either optional or free to set to different levels. Sometimes it's nice to play a real duel game where you plan against the other opponent only, more like in chess. Then it can be very annoying that the local bandit team by chance decided to burn your countryside. Like someone would steal your pieces during a challenging game of chess ... But as long as you can choose the level, PvE would be great. Especially of a "resistance" type, i.e. places and a
Feels good, has pre-ordered and can't wait for the War of Magic to begin. Enchant us, Stardock!
I would like either a unit or just the chaneller to be able to conjure up fantastical units, like swarms of insects, ghosts, controlled animals etc ... And of course: Elementals!!!
Wonderful news, and I who thought the game would be shipped with only 2 races as basis but that could be modded. This opens up for so much more variety. When it comes to alignment it's not really clear to me how it will work, if you can choose it, could you then e.g. play the fallen with good alignment?? Also, I hope that good alignment will not be punished like in GC2, this would be extremey annoying in a fantasy game. EWoW rocks more and more...
Everything about the basics of the game seems so cool! This could definately turn out to be a MAJOR fantasy game. There seems to be a lot of Dominion-esque ideas in the game, which is wonderful. Also, the possibility to add content like in Spore (yes, I know you were first! :)) seems very promising. I must also say I really like the title. Both "elemental", and the add on "War of Magic". Since there are so few games like this around it works well also to use such a simple subtitle.</p
The art style seems promising, promising indeed. I especially like the "cover art" which has a really good fantasy feel and also gives an impression of the type of game it is. When it comes to graphics, like for the map, what we see today should only be the beginning. For example, the trees etc look very much like individual symbols, less like a view down into an enchanted, mystical forest. But this is only the first stage I guess.