Johnius5

Johnius5

Joined Member # 3828470
2 Posts 4 Replies 688 Reputation

[quote who="CrazyHarlequin" reply="2" id="3072244"] My first thought is that unit role like this is determined by traits and equipment, but the more I consider it the more I like this idea. Maybe there could be a fourth 'trait' slot that can only have unit-type traits added to it (and the other trait slots can't have unit-type traits included). This could be used to provide specialisations the units giving them a wider tactical role. E.G. the Archer role could have -50% stren

5 Replies 5,747 Views

Major concerns about research and unit equipment. As it stands, we research the next tech for equipment and now can build units using the new equipment. Equipment doesn't really change the function of units except by boosting stats. This is a hugely missed opportunity. Personally I believe this game design philosophy is missing an important point. This game should be about training armies for magical warfare, not equipping random people with +1 da

5 Replies 5,747 Views

Agree completely with the OP. Not against the concept of researching techs in general, however it just doesn't fit into this game very well as currently implemented. Problems: 1) Many techs are just there to unlock buildings for your cities. You could easily achieve this by just having prerequisite buildings/terrain for other buildings. 2) Another large group of techs are concerned with unlocking weapons/armor. Most weapo

78 Replies 203,354 Views

[quote who="StevenAus" reply="9" id="3062434"]It seems that after the initial positive reaction, things have cooled a bit. What can be done now to significantly change FE into a better game?[/quote] There are quite a few positives, however I completely agree with jpmcconnell about these being mostly the same issues from Elemental. Those who love/like EOM should be quite happy. For me though its still feels like a bunch of game mechanics running in parallel that never

29 Replies 16,458 Views

Stats I agree are a personal taste, and I like them as much as the next person. Technically all the stats make sense in their own way but the question I am asking is if you can accomplish the same thing gameplay-wise with less stats, then what purpose are they really serving except for some flavor? I feel a lot of it can be streamlined. I'm more interested in having to specialize my champion into either combat, magic, command(army bonuses) or Governor(city bo

29 Replies 16,458 Views

I really do appreciate and wish to give my congratulations on the progress and improvements made to this game. Although I'm sure many will disagree with me (hey...can't please everyone) I still have some fundamental core issues with the game. I'm going to discuss some major design choices that just don't work for me. 1)Unit Stats - There are just too many (needlessly detailed for the scale of the game), and in too high a quantity (an individual point doesn&

29 Replies 16,458 Views