Does anyone know how battles will be handled in Elemental? (I got a couple of ideas )
1. Duels for rival sovereigns!
a.When two sovereigns are ready to duke it out they should be transported to a special arena where they can duke it out.(Not Demigod style....)
b.The duels can spill out and cause massive damage to the surrounding world.
c.And to the victor go the spoils. (loser can beg for mercy )
2. Battles between armies
a.Will battles be solved on the overland map or go in a battleview like in Total War?
b.Will there be sieges? ( Im a siege master!)
c.Will weather be issue?
d.Are the armies going to individual units or squads?
3.Naval warfare(assuming theres going to be boats)
Thats all i really can come up with right now.
In regards to duels look at the thread Channeler vs Channeler: FIGHT (no they aren't in the game ..... Yet.)
as for 2. in order
both auto-resolve and tactical battles are planned
yes
no data yet
squads / individuals (champions, magical beasts, channelers, etc)
3. basic naval warfare is planned
Are battles still going to be turn-based?
Edit: Sorry. I should use the search feature to answer my question.
Dueling is so World of Warcraft....
Dueling sounds more to Legend of the Five Rings to me... which sounds quite better than WoW (ignoring differences between a CCG/RPG and a MMORPG).
How so? Having played world of warcraft (and a ton of other MMOs) it didn't have a very deep dueling system (no MMO has in my opinion) but then again I always play on PvP servers.
When I think of duels I think One on One battles followed by Starwars, Marvel Comics, and Boxing. I would love to see a dueling system used in Elemental.
If sovereigns are so powerful then anything else besides a one on one duel will not do them justice.
Except for a Sauron-style mass butt-kicking.
And don't forget that Sauron's defeat required a sort of 'essence hoarder' (Gandalf--it had to take essence to come back from the Balrog fight, and it was late-game for him), a crew of champions (the Fellowship), *and* the mass armies that Gondor, Rohan, and the dwindling elves managed to field.
Another thing is if the sovereigns are so powerful and they are leading an army, does that army become unstoppable?
Not necessarily, I think I read on a gamespot preview that using your channeller in battle is risky because if your channeller dies, it was essentially game over. So, even if your channeller was extremely powerful, there would be still be a risk of losing him/her in battle and getting knocked out from the game (I dont think Sauron expected to die fighting the Last Alliance).
Well, obviously it would depend. As has been said millions of times, channelers are only individual crazy-powerful if you hoard essence (which means you don't have many heroes or cities and haven't used many of the more powerful spells). This means that such a channeler will in all likelihood have a much smaller army than a channeler who focused his essence into things like champions and settlements. So a crazy powerful channeler leading an army attacking a player who didn't focus so much on his channeler will have to defeat a much larger army.
So no. A channeler leading an army wouldn't be unstoppable - because he would be stoppable by a larger army without a channeler, or a similar army also lead by a channeler - or an army lead by a number of powerful heroes. And, hopefully there will be other ways of countering such things, like by cutting off the army's supply, etcetera.
my wonder is will battles and dungeons use effectivly the same interface? or will dungeons be like the overland map.
I'm not sure. I think that since the battle map owuld look like a single square of terrein blown up, it would have no inhomogenous features. Since a homogenous dungeon is generally not a good idea (Now we must explore the dreaded Square of Moria!!!!), I imagine they will be different.
I wonder if terrian will play a big role in battles. For example if your army is chargin from a hilltop do they get charge bonuses?
Depends on what you mean by terrein: we will likely get some kind of terrein bonus for specific units and trainings, but I think the actual map you battle on is going to be more or less homogenous (see above).
While I would love to see terrain in the tactical battle play a large part (i.e. bonuses for holding the high ground) there is such a thing as biting off more than you can chew.
Now for a water mage to require a nearby source of water for some of his spells - both doable and fitting. And like I said if they could actually make high ground vs low ground, attacking from the protection of trees, etc matter in the tactical map, that would be very cool but it might be a lot ot expect.
Empire: Total Wars with dragons and magic would be incredibly cool though.
bah double postage
Yeah, I agree wholeheartedly: an actual terrein-based tactical map would be great. It would also be a LOT of work on the dves part to get it running.
That water mage needin water to cast spells would be awesome. But would that same rule apply to the other elements?
Well, when are earth and air not going to be available? Fire....hmm not sure how that would work to find fire in nature either. I was thinking more that each element should have it's own strengths and weaknesses. And water should be able to cast some spells without access to water, but it seems like if you are going to cast "Tidal Wave" on your opponents, it makes sense that there be some good amount of water available in the tactical map. (I am assuming not all tactical maps will be identical, but will be a blown up version of the tile the battle occurs on).
Something like this would add a strategic element to battle. If you are going to use a lot of water mages (for instance) be sure to join battle in a terrain square that they will do the most good...
Also, earth mages maybe can only summon stone elementals if they are in rocky terrain, otherwise they are limited to weaker earth elementals. I am sure ideas for how to implement the same types of idea for air and fire mages could be thought up.
The problem with the tactical map being a zoomed-in square is that each square on the overworld map only has one terrein "identity": plains, hills, etc. A blow up would just be a homogenous square.
Glad to see magic, and our comparatively major ignorance of it in game terms, come up in a 'battle system' thread. Early on, I thought in terms of things like 'earth mages,' but since Scott's recent post with a few short spell sketches in it, I've begun to wonder if the variable is not what spell books you have on your shelf (MoM wizard setup reference), but what shards (MoM mana nodes) you control.
However the larger story/mechanics work out, I really would like to see something in the way of map-based variables for element-based magic. Raising a wall of stone should definitely be easier in a mountain range than it is in a lowland swamp.
I dont agree with scoutdog (no offense) but in Civ 4 a tile can have hills and rivers in it. So thats means all squares will not necessarlly be homogenous...if the devs program it in such a manner.
Rivers (especially in civ 4) and water in general are often exceptions. But have you ever seen a tile divided, say down the middle into jumgle and deasert
Nah but I guess in Elemenal anything is possible,
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