Based on what you've heard about Elemental so far, what are some things you'd like to see make it into the game? Start new threads in this section of the forums to let us know. We devs scour the forums quite frequently, so don't worry about your post being buried - we'll find it and read it.
Have fun.
Wow. Someone found what my nick is about And I totally agree. Good/evil is just an overbeaten good of evil dead horse. Elves, dwarves are so generic nowadays. There's no more fluff into it, no more epic stories to tell with them : Tolkien has already told them. Why not creating something really new? And with no good/evil stereotype?
While it's taking such a beating I'd like to say that I'm firmly in favor of a sharp good/evil distinction. Not that any mortal race/faction should be extremely good or extremely evil (if it's a race of demons or demonically polluted humans like the fallen are kinda like, then extremely evil fits), but there should be an obvious standard by which each is measured. Without such a standard the words "good" and "evil" become largely meaningless.
I'd prefer that, like in galciv, your civilization leans toward good or evil just because of your actions within the game, that which allow different bonuses and abilities at the end... Sure it could look weird to see "good orcs", and evil elves (well they aren't so nice anyway in most fantasy books but that's another story), but why not ?
Is the item creation like MoM where you craft your own unique items during the game? Or does item creation only work when I come up with something unique offline then upload it and then it may be available for download?
Thanks. I hope both.
This is the system I think Frogboy has envisioned and I for one fully support. With a strong avatar development system and a solid story things should work out well methinks.
Some things that have popped up for me during discussions on the forums and the IRC:
On unit creation;
Assassins, Cloaked Scouts and useful Sylvan Archers; and cloaked ranged units.
There's just been too few useful cloaked archers in gaming, ever. They tend to get lumped together with the scouts and be generally worthless. Basicly, I want to have a nation of cloak-and-dagger. Invisibility, Cloaking and such is a powerful mechanic, but do not value it so high that it makes the concept useless.
Corsairs, Marauders, and Raiders.
Cheap units that may or may not be cloaked, perhaps only in suitable environs (Swampland, Woodland, Hills, Mountains, Snow), fast-moving, with the opportunity to automaticly pillage when attacking, for hit-and-run maneuvers against undefended valuables. Unable to take and hold strategic points; meaning that they 1) Cannot conquer a strategic point, such as a node or city, 2) Will get a reward for attacking these points out of the ordinary, and 3) Deny the enemy access for as long as they remain on said point, and reroute any benefits to the reich my empire.
Succubi, Fel "Elves", and violent crossbreeds of said units.
Preferably with the crossbreeding graphicly detailed. I demand to be able to create a nation of benevolent-but-violent humans, like a race of Fel Elves or Fey'ri (minus shapeshifting and wings). Clad in armors of blue, red and white, with high-elven, high-fantasy like banners raised high into the sky. Blood for the Blood God! Purity for the Pure at Heart! Naturally, wielding Life magic, and life magic alone, eradicating the unfaithful and undead alike.
On dragons;
I don't really have much to add, except repeat some of the things I think is a must:
//BEAR CAVALRY!
Let's get this suggestion thread up where it should be.....
Anyway, I'd like to be able to destroy magic items and get the magical energy/mana/whatever from them added to your magic pool a la MoM where you could smash items on your forge/anvil an re-use that magical energy. Especially useful when you find a magic item that you either can't use or less powerful than items you are currently using.
This is actually a great thread, worthy of being read by anyone that happens to be new to the forums.
So I'm going to pull a Bearomancer move and.. I dunno.. I don't have necromantic powers, so I guess I'll have a group of bears pull it all the way up...
*yoink*
I remember some of these people. Where have the gone?
Hopefully just off to do other stuff and/or think quietly a while before joining back in. I'll take quality over quantity in about every area except staple commodities. I have a terrible weakness for blathering online because I have decent typing skills, but in the big picture I'm pretty sure that a major share of my 'best replies' are ones that I decided not to post.
Should be quite effective, actually.
Q: Where does a 500 pound grizzly bear sleep?
A: Wherever he wants.
Q: Where do you sleep?
A: Wherever the 500 pound grizzly bear tells you to.
Establishing communications between the bear and the forum's SQL database poses some difficulty, but I'm sure BSQL will be along shortly.
I wish there be a province overview like in MoM, where you can the estructures you builted and an idea of your population size by seeing the people animation. Not essential but nice to see. (I guess there will be it already tough, since there was pictures of big structures shown...)
And dungeons you can enter seems tricky, fun like was suggested somewhere. If two adversary Channelers met into a dungeon it be a nice dark enviroment to battle. Also, Id like that for the sake of Channelers to battle more often, they could battle some times but do not die, instead just loose the battle and get out, and maybe loose something. I don't know how this work in MoM tough since I never played it, but I guess when two Channelers encounter, its not a to death battle right away or maybe is it.
Man, this was from all the way back in February? I haven't done shit, and it's been a whole year?
Anyway, bumped for good measure.
February - June ≠ a whole year.
is != instead it's better.
Channeler Duels and Super Soldiers............That is all.
≠> != > =/=
≠ is the correct symbol.
Since this post has been bumped i feel like putting down a few of my ideas, most of them based on my experience with Master of Magic and what always irked me, I apologize if I repeat aforementioned items but here goes:
1) Defense in battle based on terrain (!!)- I'd imagine this has become pretty common place in strategy games (My only experience is % values in Civ) but I think it could go much deeper, such as troops posted behind trees can't be hit by arrows as easily. But then again, the tree would be destructible and an emey mages fireball could expose the troops easily. I think it would be neat to see a channeler or mage with strength in the element of earth bring outcroppings of rock from the ground to protect troops.
2) Spells or spying to identify how many units are where- I doubt this will be a problem, because i imagine Elemental will be more like Civ in this respect, but in MoM and HoMM 3 it definitely was. a few griffins?? or my favorite was when in MoM it said, "there are some sprites around the temple, do you want to proceed?" and when you clicked yes you found out that they just happened to have an Earth Elemental friend like my troops couldn't see that giant, clunking, piece of rock! If it hadn't of crushed their skulls and used their bones to pick moss from its teeth, I would have had to deal with them... basically they got lucky
3) Concerning Artifact Creation: Randomly generated spots on the map that would either speed up the ritual of creation and/or enhance the final artifacts power. Also it could even be necessary for your channeler or properly imbued hero to be present as well to perform the ritual (making it more of a strategic decision) Artifacts could possibly be stolen if a neighboring country finds you are using The Fires of Seyrdris to forge your Sword of DeathFire
4) Item teleports costs based on distance: The farther away a recipient is from the orignal destination, the more mana/energy it costs to teleport the item. However, if time is not of the essence, sufficient use of trade routes could allow you to magically transport it to the nearest city and let your caravans do the rest.. Just some more strategy options to ponder.
5) Heroes: of course, we don't know how heroes will be handled as of yet, but i never understood in MoM why they (and mercernaries for that matter) always appeared in your capitol? I think it would neat to see heroes have their own personal background, like Pumph the Goblinslayer leading a nomadic group through the decrepit wastelands of the world has just recently set up camp at the edge of your nation's boundaries, he asks to meet with the leader of this beautiful land. If you show your face, he might join you along with his elite group of horse archers
I think he actually meant to say "use" instead of "is". In which case he's still wrong
I think KellenDunk, was KellenDrunk at the time, cuz i didn't understand
oh for sure! in Lord of the Ring we saw bird-spies, which I would relate to some sort of spell by the white wizard. In MoM, the nature elemental had "nature's awareness" which I assume is the same idea (limited not just to birds, but including insects, plants, and everything else) to provide the caster knowledge of where EVERYTHING was. So I do not see how this game would not have such a spell.
I think there should be several factors there. I'd see a 'rare' spell possibly allowing players to ignore the distance factor. And I see trade-routes/caravan usage being the default way to move things around the map. Like some of your other suggestions, it largely is based on how heroes and items are handled, which sadly we don't know. I like your suggestions, I wish I had more to comment on them
I really hope terrain will play a decisive factor in tactical combat. It has throughout military history, both ancient and modern.
Incorrect. ≠ is for math, != is for code monkey. I'm sure someone out there uses it, but most sane people like to avoid three and four digit alt codes when typing.
I understand "!=" and I say it as "bang equels" which apparently is even more rare.
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