This was a big gripe in AOW Shadow Magic! You could kill off the AI's really quickly!
Morthvargr and myself both provided different quality examples which you seem to have missed. An ultra-powerful channeller during early game means early fast expansion, but slower mid-game and late game expansion. I highly recommend you play Dominions_3 and/or MoM to fully understand.
I don't think it will work the way you say, NTJedi. A powerful channeler hoarding his essence may indeed be very powerful personally.. but that's essence which isn't used for expansion. It didn't make lands habitable, it didn't provide your nation with special resources, it isn't inside buildings which are creating magical equipment, it isn't in the hands of a spellcaster working to expand your nation. There is no reason to think that it would be best to not spend your essence to pursue early expansion.
Also, it is wrong to assume that a powerful channeler must be powerful in the same way. A powerful channeler could be a great lordly figure, capable of commanding great armies and protecting them under his aegis of powerful magic, while not being capable of offensive action. A powerful channeler could be a wizard locked in his tower pursuing ever more powerful magic, fighting with slaves and assassins, while dooming his foes from afar and cursing them with ill magic. A powerful channeler could be a combat monster, capable of destroying armies alone. A powerful channeler could be an earth mage, provding great bounty over his lands and enriching it with his magic. A powerful channeler early could be a drain on your expansion, not a boon.
I don't know what possibilities elemental will have, but it isn't like in Dominions, where lands exist for you to conquer. The assumption that you need to keep your channeler strong to expand early is almost certainly incorrect.
As for the matter at hand, I don't see why the game must continue if your avatar is killed. It's perfectly reasonable to have the game end upon your death. Providing a saftey net is up to the player, not the game.
I have played both Dominions and MoM. I've seen a guy use a magicless supercombatant awake god where death merely limited his dominion spread and wasted a few priest-turns. I've also seen more than a few rainbow mages where death would be a severe penalty. Both those games handle that unit dying in a certain way.. Elemental is not either of them, and I see no reason why character death is unacceptable in this game.
Well, we just got done establishing that a channeler will have a bloodline--- so why not make this part of the death/rebirth dynamics? Fairly early in the game, why not let a channeler research an ability by which most of his essence is recalled to his tower at death and then, through lengthy ritual, have it imbued into one of his descendents? Perhaps 1 out of every 5 of your bloodline beneath you is born with the innate ability to recieve essence in this fashion and become a replacement channeler. By doing this, a channeler can still die for good and the game won't come to a screeching halt, but there would be pretty harsh penalties for losing a channeler (all of the XP from the previous channeler would be lost, a certain period of time would ellapse in which the player cannot cast spells while the infusion ritual takes place, and some of the channeler's essence would be lost.)
Not to mention, the recipient of the ritual might not be anything like his/her predecessor, making them ill-suited to whatever strategy the player had constructed around his previous channeler. Conversely, you might have spent a lot of time and resources carefully grooming a specific candidate for the job in the unlikely even of your channeler's death mitigating the damage of losing your sovereign.
If an you wanted to destroy a rival opponent for good, you would either have to kill/incapacitate each eligible heir (perhaps there might be 2-4 at any given time midgame, and maybe there is a way to increase the odds of gaining more) or destroy/disable the ritual site, and then kill the channeler. Any takers?
WRONG... a powerful channeller is used for expansion because he can conquer cities from independents as well as other players during early stages. No need to essence the land when you can steal from your neighbors. The powerful channeller is also able to conquer any building structures such as a moderately guarded gold mine or mana node which would otherwise take many turns in building an army and/or magic research required.
I simply meant powerful in the fact that all essence was poured into the channeller himself for supercombatant reasons. Don't fly off in different directions.
I don't expect Elemental to be like Dominions or MoM or any previous fantasy TBS game. I would hope the most fun aspects of previous fantasy games are being considered for Elemental.
I agree the safety net for channeller death should be a game option.
Myself and others are merely suggesting what we've seen work for other games. There's no reason why the channellers death can not be included as a game option.
If the channellers start pretty close together, you might be right, but if the distance is somewhat larger, the channeller who uses his essence to heal the land and build more cities might actually be stronger (because of the aid of his army / muliple cities / resources) compared to a channeller who has been hoarding all essence to himself.
It will depending a lot on the map I guess / hope. If there is one sure way to become the strongest channeller, the game will be getting boring pretty quickly.
Dunno. Seems to me any kind of military force could do this, not just a powerful supercombatant.
Indeed. I don't know enough about this game, though, to judge any approach wrong, and I like this idea, especially since you start the game with only him. Another game that did this was Total Annhiliation.
For it to be an option, though, you would need some other victory conditions. What would they be?
A supercombatant can win these locations instantly upon discovery where as a military force will take MANY turns to build. And it would take even more turns to build a military force equal to that of a channeller who pours all the essence into himself. This means the channeller will own these defended cities and structures more quickly. The only negative effect is the channeller will need to find independent towns or a nearby player otherwise as game turns pass he will be less and less likely to win because he'll eventually be overwhelmed by a player which controls multiple cities.
The developers are planning to include multiple victory conditions... as posted in the journals one of them is "the spell of making". I've also recommended in the victory thread topic to include a victory points system. Considering how large maps will be within the game I see victory conditions definitely needed.
I think I'm going to have to agree to disagree on this one. To take it instantly, the supercombatant needs to be there, and he's only one unit, and would be wandering the map to explore these things. It would certainly be a significant jump ahead, but the stay-at-home channeler could get more heroes, and even the supercombatant needs a good number of turns to gain experience. Further, you don't necessarily need any large force.. only more force than your opponent has at that point. If you have four slingers, that could be four more than he has.
Again, though, I don't KNOW this. and I don't think you have direct knowledge either.. but I've got it pre-ordered, and will be perfectly happy to fight it out with you in several months when MP testing is ready.
Seems to me the better thing to play to explore this question is the beta. You're making a host of assumptions based on your taste and your experience with other games. The devs are clearly aware of these sorts of concerns and seem confident that they're on track to a fun, 'new' approach. I'll wait to pick on them about it until after I see evidence that your worries map to how the game actually works.
But you're making assumptions about how quickly an essence-hoarding channeler will gain power. For all we know, a channeler who spends his essence immediately might be nearly the equal of the channeler who hoards it at the beginning of the game; maybe it'll take time for the advantages and disadvantages of hoarding vs. spending essence to really manifest in significant ways. And presumably the defender will have some sort of advantage, as well. But even if that's not true, the point is we don't know how any of these mechanics are going to work so it's premature to make broad assumptions about what kinds of results they'll have.
Hello.
The fact we're having dynasties, sons, daughters and the like. I think it is crazy that we can't continue leading our empire through our own heir.
If the first sovereign dies, his essence should pass on to his son/daughter and they become the new sovereign and leader. Because the essence was passed over, however. The son isn't as strong. So each time the next in line dies, they become weaker and weaker!
It should then allow the family tree to actually progress and have some real history to it.
Ranbir
Meh. I'd rather die outright if I manage to get my channeler killed. I don't fancy the idea of becoming weaker and weaker as the game goes on because my channeler keeps dying. If you're playing the type of channeler that is likely to be in combat situations, then dying will set you back and make it more likely for the new channeler to die as well (he will be weaker, but his enemies won't be unless they also died). This could just spiral to the point where losing your channeler would result in a long, slow death...
I think there should be methods of safeguarding your channeler, or getting around death (imbue an item with part of your soul, construct a spell ahead of time to teleport yourself out of harms way if you're about to die, etc). Having the option to set up a magical mechanism for your essence to pass into an heir if you die would be fine with me, though. I just wouldn't want it to be automatic...
Providing it can be python'd, my only desire is to turn Regicide off.
Although I'd hope as many gameplay customisation options are in the game from the get go.
It all comes down to game balance in regards to an essence-hoarding channeler. Anyone who's played dominions knows starting a game with a supercombatant is a viable strategy and it's neither too powerful nor too weak. I'm sure with the planned beta testing Elemental will also be able to achieve the same gameplay balance.
There could easily be a spell/or automatically/or item, that you can have that will res the channeler if he/she dies and bring them back to their capital city, with lose of some stats of course.
EDIT- Like certain spells in Dominions series (Like making your channerl a litch, or a spell to make them a litch upon death) - Only works if they die in their own realm though I think.
You just argued against yourself
If there is a significant cost of casting that spell or creating that item, then there is no need to lose stats or anything when said spell/item is used to bring back your channeler. They can make so much variety in this one aspect alone. There could be expensive methods of avoiding death that bring you back with no postmortem penalties, cheap methods that incur severe penalties if/when you actually die, and anything in between.
If you think your channeler is likely to die, for some reason, the former would probably be preferable; while if you don't expect your channeler to be in harm's way any time soon but want to protect yourself against unforeseen eventualities, the latter might look appealing. All comes down to play-style and strategy.
And I love the idea of being able to take the risk that if your channeler does die and you hadn't set up some sort of safety-net, instant game over.
Yep. I really hope this game is that complex. X fingers.
Actually the original discussion was regarding whether a channeller should be allowed to respawn after dying which leaned towards the discussion of channellers being a supercombatant as not a viable strategy. My posts have referenced dominions which shows it does work and my last statement merely says it will need beta testing.
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