Just a question, could we just add the LUCKY ability to all units, to reduce the variation of the random results in battle ? Does this ability would also affect spells ?
Franky999
See the following thread: https://forums.elementalgame.com/393348 We talk about initiative, flanking, weapon class...
I would like to add to this debate that Magic attack should be: INT vs INT for it's hit roll. INT this way relate to magic in attack as well as defense. That make more sense to me...
I play a lot of boardgames, and i am sorry to say but i find the tactical battle in Elemental mostly boring. What is the point of designing units if you don't have a way to play with them fully ? Go look at a tactical boardgames like Battle of Westeros, and you will see a lots of basic things that are missing from Elemental. http://www.fantasyflightgames.com/edge_minisite.asp?eidm=105&enmi=Battles of Westeros But i like the game and i want to be succesful, so here
I'd like very much a Strategic MECH game, with a little bit of RPG for the major characters, and a Turn based game for the tactical battle part.
Here are my modifications to slow down the early colonisation rush: - Cost of Colonisation module increased from 35 to 70. - Maintenance of Initial Colony module increased fom 12 to 20. - Range of LifeSupport modules cut in half. - Income from Money anomalies cut in half.