I just published an interview with Camel 101 about this game: Camel 101 Interview The game sounds like it is going to be a nice amount of "pew-pew" space fun. [e digicons]:cylon:[/e]
RooksBailey
I recently reinstalled Crusader Kings just to refresh my memory and realized something: the problem with CK is that it is a great dynastic system but not much of a game. I wonder if we could find a way to graph it onto Elemental's frame? The we would have the best of both worlds! [e digicons]:grin:[/e]
Out of frustration with Elemental, I recently re-installed Crusader Kings just to experience what a great dynastic system would be like. Really, there is nothing in CK that Elemental could not incorporate with just a little effort...and that bit of effort would pay off huge dividends in bringing Elemental's world to life.
Seafaring needs a lot of love. At a minimum, we need the ability to research different classes of vessels so we can take the fight to the oceans.
Is there any way to mod the dynastic system to allow this? Or it it one of those hard-coded things?
Those are all good points. A lot of us have been bringing up the shortcomings of the dynastic system for a while now. Elemental seems poised on the edge of some great dynastic gameplay (almost along the lines of Crusader Kings), but won't take the plunge like it should because of the limitations/shortcomings that you mention. For me, this gimped dynastic system is the biggest hindrance to me enjoying the game as my extended family contributes almost nothing to the game (I qu
Once upon a time, SD was actually flirting with the idea of "general" units: "One of the concepts we’re playing around with is a leadership ability. Leadership basically gives a general bonus to your side. The idea there being that players who don’t want to monkey around with the tactical battles can focus on having heroes who are also excellent generals (high le
[quote who="Mortenart" reply="75" id="2862029"]Succession is the one ground-breaking thing that could hurl this game from averageness to greatness. Be bold in your decisions, don't accept the middle ground.[/quote] Well said! [e digicons]:beer:[/e] Total agreement. When you close the door on succession, you close the door on a ton of gameplay potential that could make EWoM absolutely riveting. Personally, I think succession enhances the RPG eleme
I agree with that idea, too. I never use that spell because I just don't like the idea, either. This is one of those areas where EWoM seems to be at war with itself. Sovs are supposed to be unique, all powerful beings blessed with magic...but for some reason this special ability can be easily transferred to rank and file folks. Huh? The over-arching problem with Elemental is that there really doesn't seem to be a coherent vision of what the game is about.
I hate to say it, but unless SD starts implementing radical but worthy ideas like this, there won't be any Elemental II.
I could be happy with either option. Either make immortality a setting when creating a game, or make it an in game spell/mechanic. Personally, I think a spell would be more interesting because a) the player still gets to choose how to treat his sov and b ) it would be one of those "epic, game-changing spells" that EWoM so desperately needs. I would like to tie such an immortality spell to control of the shards. I think it would make sense and also make shard control mu
Love it! Bring some Borderlands to EWoM! [e digicons]^_^[/e]
I think the ideal compromise on this issue of succession is to leave it up to the player. Why not make immortality a mid to high level spell that can be researched? That way the player can decide how to proceed: 1) If the player is really enamored with his sov and can't imagine playing the game without him, then he can research an immortality spell and cast it. Benefit: your sov never dies! Detriment: you could ignite a dynastic war where your
[quote who="Derek Paxton" reply="22" id="2856846"] I'm undecided on the question of succession. On the one hand it gives a very cool use to the dynasty system. On the other it changes the focus of the game from the sovereign to the empire. We are talking "psychology of gaming" stuff here (attachment and agency) but I tend to think that although I like the idea of succession, it robs Elemental of one of the things that makes it unique. Unlike other gam
Considering all the great random events in GalCiv2, it is surprising that there are none in Elemental! Nothing brings a world to life so much as having random events occur that suggest the world is living and breathing on its own.
[quote who="Frogboy" reply="49" id="2858422"]Probably the biggest change we are thinking about is how you acquire spells (trying to move away from "researching" particular spells) but again, that's not a magic system. [/quote] Amen. That is my current biggest complaint with magic. Researching it in a tech tree fashion takes all the magic out of the, er, magic. Magic should be mysterious and uncontrollable in some aspects. When I make a magic breakthrough,
I am definitely jumping on this game once the beta gets its first patch to address some minor but annoying bugs. I love "death sport" games (anybody remember the original Speedball?) and I think I will like this too.
Great idea. I always liked to take prisoners in Medieval Total War. It could be helpful to ransom them for some quick cash, or to execute them just to screw over the AI. I definitely like this idea, doubly so if we can bargain for the release of heroes.
Happy Thanksgiving Day! Thanks for all the hard word, SD!
That was a solid description of AI War (especially the impossible to win part). [e digicons]:D[/e] It really is a remarkably ambitious title from such a small company (really, a lot of AAA titles could learn from some the ideas Arcen's been implementing). The only downside is that they are pumping out the expansions so frequently now that the game is morphing on almost a weekly basis! I put it down recently because of this. I might as well wait until Light of t
[quote who="Das123" reply="11" id="2828480"]Nice reviews RooksBailey.[/quote] Thanks! I really like my sci-fi gaming. [e digicons]:cylon:[/e] [quote who="Das123" reply="11" id="2828480"]Another game worth looking at is Armada 2526. This has been patched recently and is miles better than the release version. [/quote] I forgot about that game. I did try it when it came out (I even interviewed the dev) but it didn't impress me. However, I
My impressions: I have to say that the game is finally coming alone. I was actually getting into building my kingdom...until the game refused to process any more "end turn" requests, effectively ending my campaign. The tactical combat is improved with the new combat mechanics. At least now the guy who strikes first doesn't always win...sometimes, but not always. They still feel a bit simplistic, though, but that could be due to the fact that I am relatively earl
To be honest, there is no RTS game like Sins currently on the market. It is a thoroughly unique in it's approach and, hence, why it is an established classic of the genre. This is why you're not going to find anything similar. [e digicons]^_^[/e] There are other good sci-fi games, though, most of which have been mentioned above. My summary: 1) Galactic Civilizations II : Not RTS, but turn-based
Hey guys, Some screenies from the new expansion have been released: Return of the Shakturi Looks like carriers and a new tech tree are in the works! [e digicons]B)[/e]