My likes: Consequences. Losing the capstone of your empire, the channeler, should mean something. Opportunity costs. Is your Channeler worth more at the front or at the back? Variation of strategies and game setups. If every channeler has to be a monster in battles ("y'know", he would just die otherwise) weak channelers wouldn't be viable. Massive, demonic or divine who would be the material of legend availabe and useful even from the start of the game.</
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The Frog endorsed my idea! Now: time for royalties! Just joking, of course. But thinking about it, if building a city and thereby expanding your territory is a very expensive prospect, creating a neutral outpost to gather resources for you could be a feature? Less cost for less control
I imagine that there will be plenty of spells that change the world, majorly or less so. As a passive effect on spellcasting? Pretty cool, though I see no reason why the southern part of the map should grow... browner (or something?) when a northern channeler raises a mountain. Coding it as an effect to certain spells would be great however. Perhaps a gradual change in the area surrounding your channeler depending on how you are aligned? If aligned for positive life, abundant
Depends on how spellcasting will look. All for the suggestion as a feature unique to the Channeler, slightly against it if units or heroes are going to have spellcasting of their own. Then I would like to control what spells my units could use, but I would also want their spells to be separate from the ones my channeler has exclusive access to.
Neutral cities could be established around other unique features other such as the husk of an ancient god, or in an especially defensible location. Floating city of pirates or inside a volcano for fire resistant beasts, perhaps?
From what I have seen, the four classical greek elements + Life. Wouldn't be suprised if we saw 6 elements however, as that's how many factions there are within the races. There's supposed to be a positive and negative aspect to each element, so you get 10 magical schools atm.
I would love if units always came in singulars, but had very very different power levels such that an army could consist of 600 archers and 400 heavy infantry with a cavalry wing of 300 horsemen, mixed and matched into squad to best cover your front. At its lead would be great commanders and heroes, such as your channeler and his retinue of wizards and lords or singular summoned beings who by themselves would be monsters of legend. ( I'm just a dreamer, I dream my life awa
It is a given that there's more to say on some topics, less on others. Patience is a virtue, as always
On that note, perhaps loosing your troops and cities should release magical assets back to you? Then the Channeller with his back against the wall could release his last, world changing, spell as his last gambit. Either it will put him back in the game or it will be going out with a big explosion
That sound like map-specific features, Keith. I imagine "Elemental" will be more than just a name, somehow it's going to be reflected in game.
[quote who="lwarmonger" reply="13" id="1929099"]I agree. A good succession system would greatly enhance the realism and strategic possibilities inherant in this game.[/quote]Most certainly. Though time-scale is always a concern. The screenshots that have been seen now seem to on a day-to-day scale. Unless a game occurs over several in game years a succession mechanic might be out of place. With their planned system a quicker timescale could come naturally: <di
The original Laputa was from Jonathan Swift's Gulliver's Travels in 1726. Seeing your suggestion implemented would be many flavors of awesome. Time is, as always, a concern and it might not be in Stardock's design scope to create this. Therefore I would be just as happy if the Modding tools allowed to implement this. Thinking of water cities, perhaps cities could be allowed to grow into the sea? I hope that there will be constructable building th
I would love if the races weren't mono-cultural. Even if the differences is just in art assets I wouldn't want the people from opposite shores of an ocean to be identical. If the groups are given entirely different sets of units, even better!
Disease against resistance was because I specifically thought of mounted characters. It would make sense for them to have high endurance, the ability to fight longer than someone unmounted, but why would they resist a disease better? I imagine weapon length would be a good thing to look at, though wouldn't it become endlessly complex with non-standard attacks are involved such as the claws of a demon? Still, I like the idea. Weapon length is an important factor to combat
[quote who="WraithLord" reply="4" id="1926741"](what's the word for synergic opposite ???) [/quote]Antagonism is the classic word for it: when two things are less than the sum of the two. I suppose that would be accomplished by general dimnishing returns inherent in the system, what's the use of improving damange further when you already kill something in two hits? Wouldn't ensuring your own survival be more
Wishlist of combat stats: Attack Skill & Defensive skill, the two stats which decide if an attack hits or nots Protection & Strength, one decreases damage taken while the other increases damage dealt. Endurance, the better endurance the easier for the character to take on many consecutive enemies Resistance as a separate defense against magic effects and non-traditional attacks (diseases, etc) Morale to see who flees first, the peasant or the kn