You can't force yourself to be innovative, the core of evolution is to take what is the current best and improve on it, trying to reinvent the wheel is not how things work. Whatever it is, the system presented in here was not based on MoM's system, there are merely some borrowed spells and shared themes but the mechanics are fundamentally different. Alas, in the end you will leave and travel the world, only to return and realize that which you craved was where you left
Gilgamesh_
There are a number of factors that made MoM magic system so addicting: - The sheer wealth of spells , 40 per magic realm - Well named and designed spells and not mere 'fillers', very impressive considering the huge number of them - Spell skill mechanic which limited what and how many times you can cast spells in combat, as well as limiting the speed of casting for global spells - Randomness: You do not know what spells will you get at the start
Not liking the return of Unit design, customization antagonizes Uniqueness. This is an escape from having to design proper unique units. In many occasions, less is more. Loving the discussion over traits. If they must be implemented, customizations should be restricted to equipment. Is MoM really the guidebook for this game ?
Simultaneous attacks is a no brainer, it complements the Unit/HP change and opens a new dimension in tactical combat for skills and abilities. Channelers should be able to cast in any battle at a penalty of increased mana cost depending on how far the channeler is. Introduce spell skill attribute, a channeler can cast spells
Tactical combat need not last longer, its the AI that needs improvement. The change in figure/base HP is to bring the game closer to MoM, However in MoM attack and counterattack happen simultaneously between units, so that it doesn't come down to who attacks first. The Multi-figure design may not work with WoE without taking into account other factors, in MoM single figure units [Like earth elemental] usually have less overall attacking power than multi-figure ones [Like p
Working on 2 products when you have limited resources is unwise, more so when one of them gained a negative stigma regardless of the improvements implemented, In this industry word of mouth is key. SD should fully concentrate on FE, its a fresh product and can improve Elemental's recognition as a game.
The problem is in allocating your limited resources. Dynasties become secondary when the game's core components like combat, performance and world design are inadequate.
OP has a point, game gets boring after a certain point once the outcome becomes clear. One may attempt to find a solution with some creativity and imagination, a couple of ideas: Open objective : Final battle - A final battle with the Enchantress is required to win, the battle is accessible anytime but the power of the Enchantress is very high early game and continues to increase as time goes, it also scales with the number of remain