One of the things we really want to drive home in Elemental that we think will make it stand out is that a well equipped army is a big deal.
The Roman armies dominates much of Europe not because Romans were inherently better warriors but because they were well trained and well equipped.
Contemporary fiction tends to trivialize the significance of a non-industrialized society being able to train and equip 10,000 men with swords, plate mail, steel helmets, leather boots, etc. But in reality, being able to do that is an incredible achievement.
In Elemental, your first turns will not be about designing and producing fully armored troops. On the contrary, when you see mounted units equipped with plate mail and swords we want it to give the same feeling as when you see the Mongols in Civilization show up with tanks on your island. It’s a big deal.
Because people in Elemental are a resource, it creates a lot of interesting choices on the type of civilization you want to build. You can, for instance, focus on having mass armies of poorly trained and poorly equipped peasants. These hordes might be able to conquer the world or they might meet a civilization that has a much smaller force but one that is exquisitely trained and equipped. That battle, which players can optionally fight in full tactical detail, should be breathtaking.
And of course, what I jut describe doesn’t even touch on the fact that we are talking about a world with magical items and beasts of almost unimaginable might. As I’ve mentioned previously, someone gets ahold a dragon (and by a dragon I mean 1) that is a huge deal. Nobody is going to be running around with a “throng” of dragons.
If you’ve ever read Tolkien’s Silmarillion you get an idea of just how mighty some of the beings in Elemental will be. For those into that kind of thing, if you’ve ever wanted to know one of the inspirations for the Arnor and Dread Lords you can think of them as Maiar.
There are things lurking in the world of Elemental that are just breathtakingly powerful and rare. And rare, I mean that you may only encounter or hear of one maybe after months of playing the game. We’ll talk about that more later though.
The point being, the armies of Elemental are truly going to be yours. You will have ultimate control over what kind of army you want to have. We’re very excited.
It could be that you need a "hero" unit to actually act as an army. In GC2 if you can't form a fleet due to logistics, the ships can still travel in a stack, but they fight individually and not as a fleet. If you haven't played GC2, the non-fleet is a lot like Civ 4 style fights (one unit attacks one unit in the other stack). Fleet combat lets the entire fleet attack simultaneously, and it's vastly more effective.
That's why I wouldn't even call a non-fleet in GC2 a 'stack.' A stack moves as a single unit until it's disbanded. Ships outside of fleets in GC2 need to be moved individually.
On the other hand, I never even considered the idea of a champion as a necessary condition for using any 'logistics ability' in the first place. That seems...interesting.
The way to avoid stacks of doom is not by installing limits on the symptom, but treating the cause by balancing the production of such units so that creating a huge stack implies a large opportunity cost and makes you vulnerable elsewhere.
Are general army sizes set? As in "This general can only have X units"
Or is it a bit more complex, where if you go past the generals commandling limit, you run the chance of units disbanding in it, lower quality, ect?
No word on player created super soldiers yet? Damn. (goes back to waiting patiently)
I'll be very sad if a hero is required for each army... The biggest downside is that it totally removes the decision of whether to rely heavily upon heroes or not; I was really excited for that. If you want to play at all militaristically, you'd be forced to invest heavily in heroes. On the other hand, if you told me that you could also recruit General or Captain units in lieu of champions for the purpose of leading an army, I would be happy. And I would be even happier if you told me that the size limit isn't a rigid cap but a threshold beyond which your army's efficiency degrades.
And I hope the base size limit is fairly large, or armies of rabble won't be viable and the stack of doom problem will rear its ugly head yet again.
I wouldn't like that at all. I would prefer if they just made armies past a certain amount unsupportable financially. Where theoretically you could create an army of size X but it would cripple your economy because it wasn't sustainable.
I'm sure super dark Stormtroopers will be among the first custom user units.
I'd like to see a variety of heroes. Especially with regards to effects on armies and such.
Some good alone. Scouts to survey the land and spot opposing armies. Spies to infiltrate the enemy. Adventurers who fight alone, Assassins, etc.
Some good with armies. Knights who give a boost to their forces but are more a force in their own right. Captains who aren't so tough alone but make an army powerful. Logician who increases range and movement. (Although a hero should not be required for an army.)
Plus I'd like to see some things combined or taken to extremes later in the game. Tactician Generals who make a large army nigh-unstoppable. Warriors who chop through everything in their way and let their army mop up. Champions who rally their army and are still first into the fray. Ranger who find the enemy and make the first strike. Infiltrators to sabatoge...
Also, some more specialized/different heroes. A supreme strategic thinker giving boosts to an entire empire's military. A master trader who boosts income. An incredible doctor attached to an army significantly boosting their survivability or increasing morale and population of a city. (Also, I want medics.)
Oh, and pease don't forget women heroes.
A thought just popped into my head: A different kind of Hero scaling. Rather than just having a super-strong Knight leading your army 'til Kingdom Come, a hero that survives and excells gets 'promoted' to a new kind of hero. Now they're leading an army with a dozen knights that are no longer powerful enough to stand on their own.
I want Foxes. Or Fox people. Or something.
"Stack of Death" can be worked around with different types of game mechanic. Hard unit limits are one such method, though they can limit the "epic" feel of it, if they're too low. Still, they can make sense: you don't want Joe Shmuck the local Alderman suddenly in charge of 50,000 professional soldiers. The army just wouldn't function well (unless it had a decent, professional staff...).
If the games operational and strategic victory conditions--that is, those things which actually end the game, or those things which tend to lead to the game's conclusion--are such that single-point victories aren't very useful,t he "stack of death" isn't useful as well. For example, enemy stack of death conquers a few cities, but you scatter your armies and order them to plunder and burn your own lands. Result: large enemy army starves to death.
If tactics and formations matter, the "stack of death" may become a strategic liability: if it is lost in some catastrophe, the other side is lost, or nearly so (see: Battle of Lake Tremaine).
Just my 2 coppers, of course.
I feel your pain man. I feel your pain.
Mavor > Dragon
Well, it's already been stated that a generals "level" will affect how many troops (or maybe the total "power" all of his troops combined) he can command; that's good news to us. With some type of overland spells (like ice encasement, or freeze time) that damage or "hold" units in an entire area, that should help the stack-o-death problems too. I remember in MoM, putting all your eggs in one basket could be dangerous when some of the more powerful overland spells came into play.
All I know is, we NEVER play Homm any more, cause it always ends in SoD vs SoD for 1 battle, then end game.
We use to play Age of Wonders (I and II) all the time too, but there are not really any counters in that game, so it's ALWAYS good to make the biggest/strongest unit (which is usually a flying dragon type unit, with area or cone breath, that kills mobs of other units, with NO unit to counter said giant-flying unit). I hope they have counters in Elemental; please, some kind of counters, so it's not a "Tech-up to the ultimate unit, then make hordes of that one unit" type game. . .
Oh, and for those who played Age of Wonders II, do you agree with us: forcing you to chose only ONE spell catagorey that you can ever use (like "Nature" or "Fire") and no other, was a very bad idea. In Mom, you could research almost any spell in any catagorey (If I'm remembering right); only the your main catagorey was cheapest/quickest, and the spell catagories "further" from the one you choose took much longer?
What I actually hope for is sth along the line with Medieval: Total War.
You don't need your generals to lead your troop. If there is no general, then one of the soldiers resumes command. The program decides for a name of this soldier and gives it some random values, like allegiance and some positive and negative attributes. If this guy survives long enough, he will get promoted and gains new abilities, like better leadership and similair.
This would give even more life to the whole game. I would love to see the little farmer boy - against all odds- become a well trained knight and basically follow up his little life during the game.
Has some of you played King's Bounty: the Legend ? There is a leadership ability in it. I am wondering if Brad has something like that in mind.
Ya Phoenix, or it could be like in Sins: a Peasant takes up 1 cap; a dragon 50. So, a general who finally gets able to command up to 50 "points" could say to all his men: "Your ALL dispmissed, now WHERE is that dragon?"
Women channerlers, heroines, soldiers, farmers,...
I have two questions.
Regards,
Kul
Why there should be a cap at all? If people are "resources" you can have them working in your cities or fighting in your armies. It's up to your economy how many people you can have fighting before your empire collapses financially. Ofc, a simple soldier should ask for less wages than an elite one, so fielding massive numbers of rubble should be possible for a short time (you lose a lot of income because they aren't working, but they cost little to maintain so you can afford them if you have saved in advance).
That seems like it would work. I can also see a special type of mage that can join an army to raise their stats, sort of like the fleet bonus ships in GC2. Of course, that brings in the Great Aggro Problem, so maybe not.
EDIT: This refers to GW Swicord's reply on the bottom of the last page. Didn't see all of the other replies.
If you're playing Heroes of Might & Magic III.... I would suggest having multiple heroes raised with expert fire magic and the Berserk spell. In most cases all you will need is one turn during battle to permanently damage the one main hero army carrying 90% of the troops by using the Berserk spell. Also typically the main strategy to use in Heroes_3 is picking up armies of creatures from Diplomacy... where one or two other heroes follow the main army collecting these creatures.
If you're playing Heroes of Might & Magic IV or V... I found these games to be less fun and less balanced compared to Heroes_3.
They help limit one kind of Stack of Doom, but hard unit limits are the cause of the worst kind of Stack of Doom. Caps prevent you from accumulating your entire military into one unstoppable force, but there are so many ways of countering that strategy that instituting hard caps to prevent it is silly. For one, bombardment, area of effect or other overland map effect spells can wreak havoc if you create such a force. Secondly, other players can just send smaller armies around your large army and ransack your kingdom, destroy your economy and force your grand army to come grinding to a halt. Thirdly, if Elemental will allow for multi-army battles (ala Total War, Age of Wonders) and flanking maneuvers and other such strategies, a player with 2 or 3 smaller armies could destroy a single, massive army (larger than the 2 or 3 smaller ones combined) without much trouble.
The worse kind of Stack of Doom is the kind that unit caps cause. If I can only fit 1000 troops in my army, then why would I fill it with 1000 peasants instead of 1000 knights, so long as I'm capable of fielding those knights? It removes the ability to field a viable army of rabble, because the advantage of rabble is in numbers. This is what happens in Age of Wonders and MoM (and many other games).
The other way of doing things is to assign a leadership cost to each type of troop, so an army that could field 1000 knights could field 5000 rabble. Personally I'd rather not have that as it feels so artificial and unintuitive, and artificial and unintuitive limitations are the best way to break immersion and the feel of a setting (for me). I mean, if I have a general capable of leading 1000 knights, it should be harder for him to lead 1000 peasants! The knights are trained, they'll do what they're told and won't need every little detail explained to them. The peasants are hopeless and have no clue what they're doing, things have to be broken down into the basics for them to understand, they'll panic and forget and not execute the desired tactics.
Now, I'm of the opinion that realism should take a backseat to gameplay. But there's a big difference between being unrealistic and being counterintuitive. Implementing counterintuitive 'features' tends to add more frustration and annoyance with silly, artificial limitations than satisfaction with whatever goal was trying to be achieved.
It sounds quite amazing. Hopefully the game doesn't change too much from how it is described here, as games tend to do when they have ambitiuous features involved.
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