IronKaiser

IronKaiser

Joined Member # 3359398
8 Posts 57 Replies 340 Reputation

[quote quoting="post"]1) First up, this guy... what's with his legs being bound?[/quote] I've got two guesses on this one. 1) The bonds indicate that he is a former criminal or rogue who, after being caught and imprisoned, has been cursed with "undeath/unlife" for some heinous crime in his past. 2) The bonds figuratively indicate (or perhaps actually enforce) the fighter's bond of fealty to the Fallen Enchantress and/or the Haunter.

20 Replies 20,026 Views

Regarding quests in Multiplay, i t seems to me that the easiest thing to do would be to make the default game quest-less while leaving in quests as a possible toggle option at game setup. This way, both groups are satisfied. The need to craft and endorse a fair, competitive game is satiated by defaulting to "no-quests," while still allowing those who desire quests to have their wish. [quote who="Frogboy" reply="11" id="2896622"]Civ V doesn't have quests or other things that

100 Replies 208,639 Views

[quote who="kenata" reply="6" id="2895923"]You're points are completely valid. These are two overwhelming challenges which would have to be addressed. Yet, here one could implement a kind of trick in the hero system to minimize the number of quests needed while maximizing the quests for a particular hero. The general idea would be to tie quests not to the characters themselves, but to link them with a character's back story. Thus, looking at our "Artemis", she could have back history tags - "

12 Replies 72,385 Views

Thanks so much for the thoughts and the karma. I really appreciate, and am glad to see that this idea is so attractive to you all. Now if only Team Stardock would stumble upon this thread... [quote who="kenata" reply="3" id="2895742"]However, there are several key things about adding heroes quests that need to be considered beyond simply throwing in more quests. Currently, most players seem to cast many quests and quest locations aside towards the middle of a game, as these tend to ta

12 Replies 72,385 Views

One of the big things on my Elemental wish list, and the wish list of a lot of people, is major improvement to the game’s RPG feel. Some have suggested traits for heroes, while others have suggested special dungeons and quests which can only be conquered by bands of heroes. These are all great ideas, and I have one I’d like to add to the pile. It’s simple. It’s probably so simple

12 Replies 72,385 Views

Agreed with you all: The factions in Elemental need far more personality, especially factions of the same ideology. What is the difference between Altar and Capitar, or between Resoln and Umber? The aesthetic spark is missing in the different factions. To this day, I can still remember most all the different factions of Galactic Civilizations, despite not having played it for years. The warmongering Drengin and the calculating Yor, the greedy Korx and the mysterious Thalans; they all had a un

7 Replies 4,601 Views

Nice clarification, ArcElement 2002. Rewards like a permanent trade route and a new resource in my kingdom would definitely motivate me to help this minor faction grow, despite the risks. I can definitely see quests like this adding a lot of spice to minor factions and helping to improve the game. Keep up the great thoughts! When I read your first post, I had an idea that I might as well throw out there. What if you had two different quest chains: Quest Chain A, that that basical

16 Replies 70,378 Views

I like the idea of quests triggering from researched techs. Quests definitely need more variety and a better feel to them, and that would be one neat way of doing it. It would really connect the feeling of adventure with your own growing empire. Would you say that these tech-based quests should always appear in every game, every time you research leather armor, or should the quests only have a chance of appearing? They might be more exciting if they're random, but I wonder if that would affec

3 Replies 2,465 Views

Very creative idea, ArcElement2002. I like how it's a quest that impacts the global situation and has a real effect on your empire and your future plans for winning the game. There's just one question that I have for you. What's the reward for completing these quests? Assuming the city is not guaranteed to annex over to your side, what's the motivation to help these people develop a city, especially if they could turn into an enemy? I suppose that they could give you small rewards for your do

16 Replies 70,378 Views

Personally, the developer interaction on the boards is a huge reason as to why I am even here. After purchasing Gal Civ II and browsing the website, I couldn't help but notice the direct interaction that the developers had on the boards. It was a delightfully surprising realization, and one that influenced me greatly in my decision to pre-purchase Elemental: WoM. In fact, while Elemental still has a ways to go to be all that in can be, I honestly find the ability to personally influence a gam

63 Replies 140,806 Views

If one were to add in city-flipping, quests could definitely be a great way to make Elemental unique. Thinking of games like Civilization or Stardock's own Galactic Civilizations, city flipping is a matter of building culture structures and watching the numbers cumulate, just waiting for the city to suddenly switch faction. It doesn't make for very exciting gameplay. Culture victories aren't nearly as active, engaging, and interesting as other victories, especially military ones.* But imagine

4 Replies 27,797 Views

With the Elemental community voting for the best fan-made quest right now, the forum is filled with different opinions and ideas on the very concept of quests. The two most interesting questions (at least to me) are these: How should quests factor into the larger game, and how can we make them more interesting? After reading the fascinating discussions on this board, two ideas have jumped to my mind. One deals with the role of quests in a game of Elemental, and the othe

4 Replies 27,797 Views

I like this idea. One thing that everyone seems to agree on is the fact that the AI nations need more personality, and this would be one way to give it to them. My only question is this: how exactly would "calmed" and "suspicious" and etc. affect the game? Other than the conversation itself, it seems that the only thing the attitude results would do is change your diplomatic standing with the other nation, which I don't think is significant enough. It seems to me that, in addition to this sys

4 Replies 7,956 Views

First of all, let me thank Stardock for their work on this project. While the initial launch of the game has been mixed and generally considered poor, Elemental is bristling with potential, and knowing Stardock, I’m sure they’ll reach out to take that potential. Anyway, let me get down to my idea. My favorite suggestion for Elemental that I’ve read so far is the idea that each of the four elements of magic ought to be diversified with their own different kinds of eff

0 Replies 3,856 Views