Saeter

Saeter

Joined Member # 4110566
4 Posts 28 Replies 98 Reputation

[quote who="Bill_Door" reply="27" id="2646575"]You see, I prefer no abstraction. If it were possible, I would say have the game track every particle and its interactions. If chess or go can offer strategic depth, then what kind of depth could a perfect simulation achieve? I mean think how much more in-depth real life wars are than chess. A perfect simulation would require much more thought than a simple game of chess. Too bad such a

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[quote who="gapper4" reply="21" id="2646477"] Again, I guess it's a personal matter; I just want to feel like I'm commanding a battle, not playing chess with my old uncle. [/quote] Now we're getting somewhere. Yes it is a personal matter of taste, the question is how much abstract you want the battle experience to be. TW is hardly like realistically commanding a battle, it is simplified so that you can grasp details, see results quite well, an

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[quote who="gapper4" reply="13" id="2646378"] Turn based games with tiles feels more strategic to many people, since it is more suited for calculation, planning and detailed understanding what is happening. The chess-like and abstract nature of such a system has a logical appeal. A real-time pausable model can certainly be just as strategic, but tends to be more chaotic and difficult to grasp. That is more realistic I guess, b

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[quote who="gapper4" reply="6" id="2646275"] Quoting Tormy-, reply 5 Quoting gapper4, reply 3 Thanks for the link Wintersong. I'm not a huge fan of turn- and tile-based combat due to its chess-like nature. I may be missing something, but can anyone point out the advantages over the TW model, where you can pause at any time and give orders ? As far as I understand, the tiles in Elemental are square, which would seem

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I would guess you are right Anomander that the tactical element and visuals has not been top priority so far. From what I read in the forums development did not start in that end. Many games have great tactical combats but boring strategic gameplay. I'm very glad that Elemental seems to not fall into that trap. A game like this should be fun even with tactical battles turned off, otherwise make a purely tactical game instead. Also I find the unique graphics

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