[quote who="parrottmath" reply="17" id="3341283"] Quoting luketan, reply 13That essentially is the difference in philosophy between MOM and Elemental. In MOM, the main criteria in ending something in was "is it fun? is it cool?", hence you get flying units, invisible units, ability to "Steal" opposing units, craft items, various ways to counter/dispel/block etc spells, The AI can't handle all this, We do have flying units, and the ability to steal opposing un
luketan
[quote who="GFireflyE" reply="3" id="3348122"] Imo, the FE chain could still incorporate more aspects of MoM into its game without betraying it's unique nature, style, and gameplay. More summoning creatures Capital Buildings for each faction. More Fantastic creatures/mounts. More spells. More unique equipment that encourages path specific growth. It's open source. It's just a matter of taking a solid read through the manuals an
Help me! Trying a custom faction Decalon + Binding, Amarian blood. (Not sure if it's worth getting a weakness just for adepts for shard shine upgrading) Strategy is simple, grab lots of shards using arcane monolith spell, will automatically grant you elementals too via binding. Since you have a lot
[quote who="emmagine" reply="8" id="3338776"] I was really expecting more bite with this post, but perhaps I'm in the minority with wanting these things? [/quote] Probably. Cos these are MOM like features and MOM fans are in the minority :P Seriously, my impression from reading forum threads is more players here are interested in "balance" and the AI challenge more than in the fun factor (except that balance and AI challenge is fun). Henc
I agree strategic summons are the problem.
[quote who="ampoliros5" reply="3" id="3338179"] I find it interesting that so many users in so many different threads are asking for features from MOM. It is interesting because I know an editor at GI and he told me that way back when Elemental was in early development, we're talking pre-beta, the Elemental devs told GI that they wanted to make MOM 2 essentially, but they had issues getting the IP for MOM, so they created the Elemental IP. Now that we are in i
Disagree. Those two spells are great!
I think global magic is what is standing in the way of FE series to be truly great. But this won't be fixed in LH.
[quote who="Lord Xia" reply="7" id="3334883"] I don't want random, I just want "more". More meaningful choices. Move some of the choices of the class to the general tab. Maybe give minimal access access to a second tree, so maybe I want to make my guy a warrior, but also have access to a couple necromancy skills from the mage path? Or my commander also good with a sword? I love the new design for leveling, but I think that their nee
[quote who="Glazunov1" reply="9" id="3334894"] Quoting Heavenfall, reply 8 There's a limited number of heroes but you can have a lot of factions. So they should be unique but only as long as it is possible. Agreed. Wouldn't mind seeing more heroes added to the lot to keep things unique, though, even if it involves nothing more than changing out weapons, appearances, and creating new backstories.[/quote] So you suggesting cos
[quote who="Wizard1200" reply="38" id="3334885"] Quoting luketan, reply 36Not sure how interesting it would be if every champion was almost exactly the same in terms of potential, pretty interchangable = boring. I think the keyword is "potential", because with 17 path traits, 8 general traits and 3 - 12 spell traits (depends on the number of spellbooks) like in my suggestion you have about 30 traits to choose from and that is much more than a hero can select during a si
[quote who="Das123" reply="3" id="3334840"] I'd also like to see some randomisation or unique levelling trees for heroes.[/quote] THIS!! For an expansion that is named "legendary heroes" , it sure seems to make all the heroes blend and the same :P
[quote who="Wizard1200" reply="35" id="3334855"] not the static traits. If you have many useful options in every game the trait selection is your DECISION without relying on a random number[/quote] Not sure how interesting it would be if every champion was almost exactly the same in terms of potential, pretty interchangable = boring.
[quote who="Hozy" reply="21" id="3334067"] I don't like the liner progression of skill trees, in every game the level up process will be the same. I'd rather the skills be random so that it's a different experience every time you play. Even though you are given 4 or 5 choices to pick your next skill it's same the 4 or 5 choice every game, it's boring.[/quote] There needs to be a middle ground between pure randomness and 100% predictability. Is
Personally I feel the way about MOM he feels about AOW:SM. Nothing wrong with saying that. I will just wait for the expansions and see if the magic in elemental can be amplified to epic MOM levels.. eg more summons, globals, global spell casting that takes more than 1 turn, metamagic/countermagic duels.
The problem here with spells you have access to is not randomess vs choice. The problem is everyone with same spell levels gets the same spells! And it's way too easy to get them by leveling or acquiring champions. All the suggestions above are attempts to solve this in different ways. To be clear all Earth apprentices get the same set of spells (quests not withstanding, and these are a small proportion of the game). You also get spells by research
I don't think FE will sink like WOM. They have done enough in other aspects to make it at least mildly entertaining. But the magic system lacks a little something that prevents it from been a classic. (I doubt modding will help a lot unless the modding is REALLY flexible, I doubt it can change the magic system much). I think of this attempt as AOW1/AOW2. Not bad.. but not yet the classic AOW2 SM will become. Maybe the next installment will help. <
[quote who="Malsqueek" reply="33" id="3224802"]ystem are a "burning need" (and yes, I realize as the OP I'm a bit biased), I would say they are "Significant to the long term enjoy[/quote][quote who="Malsqueek" reply="33" id="3224802"] Quoting luketan, reply 32 There was a poll a few months back about what to improve. I think the magic system was not in the top 3...or was it even in top 5? And of course if you ask people, they going to say
[quote who="taltamir" reply="28" id="3224586"] Quoting luketan, reply 27To be frank, I suspect people who feel the magic system needs to be improved is a very small minority. what? looks to me like every single player thinks that. And whats wrong with an RPG like spell selection system? [/quote] There was a poll a few months back about what to improve. I think the magic system was not in the top 3...or was it even in top 5?
The magic here is no MOM but it's serviceable I suppose? I mean if you read between the lines the major problems are more to do with city management, diversity of factions etc. Magic is not on the developer's list of issues except maybe adding more spells. To be frank, I suspect people who feel the magic system needs to be improved is a very small minority. Most think it can be improved of course but not really a big issue.
Yes, let's move on. If you don't like the magic system now, this isn't the game for you.
How does the strategy change with the new beta with essence? I keep getting owned because i keep concentrating on grabbing shards, improving my default city with spells as essence goes up (concave), building and upgrading outposts until i neglect pioneer building cities :P
[quote who="momosa" reply="10" id="3153027"]Good post; and its another indicator of how much more work the magic system in its current state needs.[/quote] Looks like still no love for the magic system. I guess it's a lost cause ..maybe the next expansion
Think the posters got it right. Magic is too weak.
1. More summons 2. More globals 3. More counter spells and spells that work against specific elements. This is a often stated remark for a game called elemental (or at least currently...) there is precious little use of them beyond a few multi color spell (good) and shards.