I agree with Tormy on being concerned about the combat system being too simple. Having only ATT/DEF/LIFE/SPEED makes it extremely difficult creating many of the fantasy creatures. I've mentioned this topic previously, but revisiting the most important attributes which are missing from Elemental. If we were dealing with only boats, siege weapons and single skilled humans... aka the original CIV_4, then those 4 attributes would be okay. Each of the examples below explain why a specific attribute is needed.
EXAMPLE A} If someone wanted to create a mind flayer this creature attacks primarily with its mind, thus units with low intelligence such as giant ants would die easily while a wizard would be more difficult and a catapult would be immune because it has no mind. In this one example it would not be possible to create a mind flayer accurately in Elemental because a wizard would have less defense than a well armored barbarian. Here is just one example why the intelligence attribute is important... others can be provided.
EXAMPLE B} Also consider the fantasy creatures/beings which can corrupt enemy units/beings using one of the well known seven sins, yet there's no attribute which can be linked for these ethical decisions/attacks. I would not suggest linking corruption attacks to intelligence since we all know lawyers, high rank government officials, doctors, etc., etc., can also easily be tempted by seduction, bribery, domestic violence, etc., . So a seduction attempt from a succubus may work on a wizard, but fail miserably on a paladin... unfortunately this does not seem possible for Elemental unless more attributes are included. Here is just one example why the wisdom attribute is important... others can be provided.
EXAMPLE C} Let's now examine a battlefield which has a group of archers and some swordsmen fighting a few giant spiders(size_of_a_human) and one enormous giant spider(size_of_a_house). All spiders are equally skilled. The group of archers would naturally find it easier to aim at the larger target... whether or not the arrows penetrate is a different story. The size of a unit should also be the most important variable for determining the life of a creature/being this is best explained by taking any unit then having the unit paralyzed 4 turns where it cannot defend itself... naturally the spider the size of a house probably won't be killed by two swings of a sword, but the human sized spiders would be killed. Here is just one example why the size attribute would be important along with its link to hitpoints/life... others can be provided
EXAMPLE D} Currently it seems the attack attribute will be used for both archer types and melee types. However this creates a problem for units which are skilled in both weapons... naturally a unit which has spent his entire life fighting with the sword should not be able to be trained inside a town using a bow and then have a lifetime worth of archery skill. The aiming of a missile weapon is completely different from the skills of a sword and each should have their own attribute. Here is just one reason why the precision or accuracy attribute is important... others can be provided.
I recall reading from the developer journals how it would be interesting if the game could be modded to the point of providing an RPG. I cannot remember the last RPG which had only 4 attributes.
Wrong, Dominions 3 lacks unit customization, city building mechanics or technological research. Not given that the combat is also different as you can manage it in Elemental.
Well said. This is absolutely true.
Huh? I don't understand your point. What is this have to do with attributes? It doesn't matter that we will have tech research, city building mechanics or unit customization in Elemental, IF the combat mechanics will be primitive.
Dominions is a much simpler game overall than Elemental, that's why they can afford a pretty complex combat system (that is totally build around the concepts of human vs humand and play by mail). Elemental is a total different beast, even the game focus (single player) makes it totally different from a design perspective.
Can you prove combat would be primitive without A and B? But not counting that, this has to do that some attributes add very little to the combat, so they can be seen as unnecesary (while others are far more general and interesting, like archery or morale). We could just take DnD and put all the attributes a player/monster has for every Elemental unit, but that would be a suicide.
Dominions 3 proves lots of attributes are not a problem for fantasy TBS gaming. Considering Elemental has plans for battle combat to be the same as BaldursGate it's even more important for attributes to provide unique combat experiences. Some minataur shouldn't be able to shoot a bow as well as he fights just because he's been equipped with both a melee and ranged weapon. A ranger shouldn't be able to resist a seduction attempt the same as a mind attack. The point regarding Dominions_3 is lots of attributes have provided a very enjoyable combat system and many will agree the combat is one of the best parts. Now on the same note take a look at CIV_4 and many will agree the combat is one of the worst parts because the variation of units are extremely limited.
The number of attributes play an important role for creating unique units. This can easily be displayed by comparing units from AgeofWonders:ShadowMagic and Dominions_3. The number of possibilities with Dominions_3 is greater because the number of variables are greater. With AgeofWonders the units will resist a confusion spell the same as they would resist a holy bolt spell because there's only the single resistance attribute... this is a limitation map makers and modders easily recognize.
The examples I provided are for adding a few attributes and Dominions_3 shows it makes for enjoyable combat.
I highly doubt Elemental (TBS) has plans to have combat like Baldurs Gate (RPG) at a bigger scale. Most mass combat systems that are based on DnD elements are horribly complicated (like Cry Havoc from Malhavoc Press or Fields of Blood from Eden Studios): they are a pain to understand, units are too hard to design, they require an intimate knowledge of the ruleset,...
There are so many rules and weirdness there that just implementing something similar to that ruleset for combat is out of the reach of the manpower Stardock has devoted to Elemental.
Useful attribute, this will be a common thing.
Attribute we can live without, pretty strange situation.
The combat is one of the best parts of Dominions because it's one of the only parts it has. It would be a mistake doing it simple like it will be doing it too complex in Elemental. And please, stop the Civ 4 comparison: Civ 4 doesn't have tactical combat! Compare it to TW, which will be far more similar probably.
And that's more than enough for a game like Elemental (and more given that you can design your custom units).
You are wrong, your examples show it makes for complex combat, those are two very different things.
Vicente -> We don't need to have a very complex combat system, like we have in Dominions. However, if the combat system will be primitive [Civ4 style], this game will fail. [Actually it won't, since lot of Civ4 players will play with it I guess, but the serious strategy gamers will abandon it for sure.] This is why we need to have elemental damage types, resistances and immunities also...these are SIMPLE yet COMPLEX gameplay elements...without features like these, it will be impossible to create decent mods. What if you would like to create a magic heavy mod which has races like lizardmen, frostlings, imps etc. These races should have natural resistances and vulnerabilities..in fact most of the fantastic creatures should have some strengths and weaknesses like fire vulnerability, cold resistance etc etc etc. This is what making the game fun...and I am not even mentioned the abilities and attributes. Right? Now I do: Some basic attribs would be good to have: INT/DEX/STR for example.
The developers have already posted the combat system plans are to match those of Baldurs Gate(RPG). The developers have also posted how they would like to see the game eventually modded to provide an RPG game.
Dual wielding melee and missile weapons has never been a common thing, but it will definitely be more common within Elemental if the attack attribute is used for both melee and missile weapons.
That is just one of the many types of corruption attacks... as mentioned in my original post I can easily provide many more examples where these attributes are needed.
The battles in Dominions_3 are fun and easily more fun than the battles of CIV_4. Considering the Stardock developers have 4x's as many developers they should pursue the most fun parts of each game. BaldursGate had great fun battles for example. I never said CIV_4 doesn't have tactical combat... I merely pointed out that out of all the features within CIV_4 it's weakest point is the combat because the Diplomacy, Map Generation, Researching, etc., etc., are all stronger than it's combat.
I strongly disagree because as a map maker I know having more attributes allows for a greater number of unique fantasy creatures. Stardock mentions in the developer thread how they're reviewing all games and ideally should recognize the strengths and weaknesses of each game. Whether its BaldursGate, Dominions_3,
You just wrote in the same post how the Dominions_3 combat system is enjoyable because it's one of its only parts, but now you write it's not enjoyable and instead complex. The Dominions_3 combat system can be done by anyone as the beginner gamer just moves the commander/units into any enemy/neutral province... the options for providing your units and commanders specific commands or specific locations are merely options for being more effective.
Having worked with developers daily in my career it's easier to include the additional attributes now and then later choose for them to be dormant as compared with adding them later into a finished product.
Dominions 3 are one of the deepest game every created next to the romance of the three kingdom games.
What do you mean dominions 3 is much simpler game overall than Elemental? Dominion 3 are created only by a small group of 1-3 people in their free time. Their battle system are one of the most complex I ever saw, without even doing the battle yourself, you just need to give them orders before the battle start. Only thing they lacks is a good 3D graphic engine. One of the reason having many different types of attributes are to make the game more realistic and to make sense of some of the effect of a move by an unit att, def or support skills, If this game get dumb down to only a few attributes, Than this GAME WILL FEEL DRY. Since this game is called Elemental war of magic, It won't make much sense if this game only have att, def, hp, move att attributes, This game should have a lot of element related attributes. Age of wonder is a simple game having different attributes on the unit is what gives the game it favor and fun.
MoM and AoW have six or seven meaningful statistics, depending on how they are counted. HoMM and KB have a few more. None of these have particularly shallow tactical combat mechanics. The total number is deceptive because none of these progress beyond a ATT/DEF/(DAM)/RES/HP/MP/MOV/(INIT) system. Special abilities add most of the flavor. All of the games mentioned above can comfortably handle the examples raised at the beginning of this thread. Elemental combat doesn't need to reinvent the wheel by bringing in RPGs' fascination with bloated statlines.
As an aside, I don't understand why so many people sing Dominon's praises. It's not a patch on MoM/HoMM/KB/AoW/any other game that can be reduced to an acronym.
First: there are serious strategy gamers playing Civ4 (and Civ Rev btw).
Second: it's totally technically possible to not use elemental damages or a whole horde of attributes and add them later via modding.
Third: Civ4 doesn't have tactical movement in combat. Any comparison with it is totally useless and irrelevant really. Compare it to TW or any similar game.
A link for this please? I suppose it refers to the continous turns mechanic and not to the whole DnD ruleset, but who knows. About modding, that's a total different thing and doesn't affect this argument.
You don't play many Total War games, right?
You can provide nearly infinite strange cases, but not common ones. That's why those attributes aren't really needed.
Again, battles are like they are in Dominions because the game is nearly all about battles. Civ 4 battles are like they are because the game is about a lot of things. Elemental is more like Civ in that aspect than like Dominions: Elemental does a lot of things, and it has to strike a balance between complexity in each individual area and overall complexity of the game. So far, Elemental is even more complex than Civ 4 (more complex economy, more complex city building, 2 types of research, tactical combat, unit customization, heroes,...).
That's why something that worked in Dominions can be a total failure in Elemental.
They can be added in mods if you want to add them, but we are talking about vanilla Elemental.
Those 2 words aren't exclusive either, it depends in the context. I like it complex in Dominions because that's nearly the only thing you do in that game. I don't think I'll like it in Elemental because I will be doing a lot of things, so a simpler combat fits better.
Any good programing product has to satisfy several things usually. In a modable game, it means it has to be extensible, so adding them later on even if they aren't in vanilla Elemental should be a technical reality. Adding things that aren't going to be used is just a plain mistake (more code to build, to test, to integrate, to balance, to maintain,...), that's not a good development practice.
Do you remember how complex is province building in Dominions? Can you customize units? Can you research technology?
Dominions is a good game for the target Illwinder set to it, but that's a pretty different target than Elemental (Dominions is far more similar to VGA Planets than to Civ 4 or MoM, and Elemental is far more similar to Civ 4 or MoM than to Dominions).
Personally I don't think that argument is as pertinent as you make it out to be, particularly in this case.
For one, compare Civ IV to earlier versions of Civilization games. Do they just shift around complexity between different areas and make little modifications here and there? No, not really - they add complexity.
Obviously there is such a thing as too much complexity, and throwing too much at the player all at once is not a good thing. For example, having an extremely complicated economy, an extremely complicated diplomatic system, and extremely complicated city-building system, etc, all in one could definitely become overwhelming - those are all things that you generally consider all at once.
Combat, however, happens by itself. When you are fighting, you are not engaging in diplomacy, or building cities, or managing resources. This is even more true in Elemental than in Civ IV, where combat happened on the regular map and didn't require a shift in focus. In Elemental, combat will require a complete and total shift in focus from the rest of the game to combat. While engaged in a battle, combat is the only thing you need to think about. It is of course related to the other portions of the game (diplomacy affects when and where you fight, resources and economy and cities etc affect what you fight with, and also where you fight), but once combat is engaged those all become largely irrelevant!
Therefore, combat can still be complex almost regardless of what the rest of game is like. In my opinion, of course. But my point is that comparing combat complexity to, for example, economic complexity is not a good analogy. Combat, at least tactical combat (not Civ combat), demands a complete shift in focus, whereas you are always dealing with economic considerations when building, or engaging in diplomacy, establishing resources, etc. Combat complexity does not mix with the complexities of other aspects of the game.
Hit points are pretty apstract concept anyway,right ? How much wounds can unit get before it dies ? Something like that,but still single arrow can kill a man if hits through the eye and into the brain,or directly into the heart.So if we want to be realistic here,am afraid it could turn out to be very complex sistem.So, for me,it would make sense that big creatures(Giants,Dragons,Hydra) have high amount of Hit points since regular soldier need to hit them many time before they die.On the other side,all humans need to have similar HP.You can train soldier to become better in attacking by practicing with sword or bow and he can also learn to dodge the blow and therefor get harder to hit or if you give him an armor...but how can you train him to suffer more wounds without dying ? I think that idea of training increase HP is wrong,no matter if they change it to strenght.Just IMHO,of course.
I think it's pretty solid given how things are designed, at least compared to the "taking the best parts of other games and putting them together will create a great game". Things aren't designed in a vacuum and there are lots of things from one system that affect others.
That's false man, sorry to break it for you. Check interviews with Soren Johnson and he clearly states that the objective of Civ IV was to streamline the Civilization experience and shift the focus in some parts, not to make it more complex than it already was.
I don't really follow you here to be honest: combat is a part of the game, even if it happens separately. Adding lots of stats for tactical combat make other parts of the game harder (unit creation, spell research, army formation,...). This affects not only players playing, but also design balancing. I don't even think it's the part where players are expected to be expending most of their play time (although some people will, but others will auto-resolve and move on).
Your argument would make sense if combat was totally disociated from the rest of the game, but it's clearly not the case.
Edit: I'm going to disagree with myself, it doesn't make sense even if combat was totally disociated.
First: True, but it's still a dumbed down and primitive strategy game.
Second: True, and if these won't get implemented in the vanilla game, it must be possible to add new dmg types, resistances, immunities via modding...as for attributes and abilities...I don't know. It wouldn't be easy to mod in a new attribute...I think so at least.
Third: So? I was talking about Civ4's ATT/DEF system actually. Tactical battles or not...it doesn't matter that much.
Either way...what are we arguing about? Even MoM had resistances and immunities [+ IIRC elemental dmg types as well], and it's an ANCIENT game.
Civ isn't really dumbed down strategy. Its more of a pure strategy, with less tactical attributes (since most multiplayer games end up delving into the warfare aspects, even though thats only a small part of the game, there probably should of been more tactical issues addressed) ... regardless, its like 95% strategy and 5% tactics.
First: I would say it's not "complex enough for you" (or you don't apreciate it, your call), but calling Civilization dumbed down and primitive is pretty wrong.
Second: it's technically possible, Elemental is going to be heavily data driven (via XML files) and will expose an API (via Python).
Third: even with only attack, def and mov, moving makes things totally different. But I'm not oposed to add more things to those three (although with them you can do very interesting things), I'm oposed to add things that have a very limited use. For example I think that adding a separate rating for archery and melee is a good idea, and I said also that morale would be a nice thing to have (although a lot of people are against the idea of their units doing things they haven't ordered).
Vicente -> Do you realize that if we gonna have ATT/DEF/SPEED attribs only, the whole combat system will be heavily RNG based?
when is a combat "not" RNG based? In order to have a successful war-game, there needs to be some level of uncertainty Within The Level of Possibility ... we don't want Finland taking over Russia in World War Two(would be sign of a bad sysstem), but either Russia or Germany defeating each other if perfectly fine.
I also do not see how adding more attributes makes things less based upon the RNG.
I think attributes add to variety ... only if they are added to "certain units" which would be various abilities and traits for these particular units. I would like extra stats, abilities, and traits, for heroes ... but simple stats are fine enough for simple units.
Proffesional soldiers trained at a Military academy, or levelled up from experience, should be able to gain extra traits and abilities imo, but perhaps only heroes/ royal family can have "more stats"
Other than everything universally having Morale and Endurance of course (except for undead and soul-less beings )
Of course, I never argued otherwise. My only point is that I believe that tactical combat tends to affect and be affected less by other aspects of a game.
Well then he failed, because it is. He can say whatever he want, but whatever his goals were Civ IV is a more complex game than its predecessors. It is of course more streamlined, but that is independent of complexity (the more streamlined a game, the easier its complexity is to manage, but the no less complex). Diplomacy is a good example - Civ IV's diplomacy is significantly more advanced and complex than its predecessors. IIRC, even its resources, how they tie into city development and technology, are more complex (but I'm not 100% sure on this specific example, it's been a while since I played earlier versions of Civ).
Again, I'm not saying (or I didn't mean to say) that tactical combat exists in a vacuum; only that it is more isolated from other aspects of a game. That it affects design balancing for one is besides my point (sure it is in general harder for devs to get it right**), I am only talking about gameplay, not development challenges. More complex combat will affect unit design and army formation, but I don't think by a huge amount (I am not personally advocating a full-blown RPG-like stat system, I think that is too much except at most for heroes & such). Of course adding in full-blown RPG-like stats will make things too complex, IMO - in RPGs you only have to deal with a small handful of characters, in Elemental we will be managing armies. But having ATT, DEF, HP/Strength, Willpower/Discipline, Morale and Endurance (plus tags for special abilities and properties - most of which wouldn't come into play for regular troops) does not seem like it'd present an overwhelming challenge to players. And I don't think it'll negatively effect spell research at all - in fact the opposite. Magic is supposed to be one of the major focuses of the game, and having a deeper combat system allows them to take the magic system even farther.
**While too complex can make it harder for devs to strike a good balance, too simple can have the same problem - and often a too-simple system is even harder to resolve because you have many fewer degrees of freedom to futz with. If 3 numbers determine all combat, there is not really that much you can do to balance things out and still have interesting combat. The fewer variables that go into it, the more homogenous the result; the more variables that go into it, the worse of a fine-tuning problem you have.
It is RNG based, but there is a HUGE difference between the various systems: ATT/DEF/SPEED vs. ATT/DEF/SPEED/ELEMENTAL DMG TYPES/RESISTANCES/IMMUNITIES/ADDITIONAL ATTRIBUTES/ABILITIES
I don't think that I have to explain anything else.
and I think with proper tactics ATTK/DEF/SPEED can be handled elegantly, and not be dependant on an excess of abilities ... however I certainly think the commanders of the army should aquire a plethora of traits over time which effect his ability to lead armies and his ability to run the state. Many of these combat modifiers should hopfully add bonuses to the combat effectiveness of the units he leads.
I do think that Missile Attack should be different from Melee attack, but if the Longbow has an attack of 4 and the Short-sword has an attack of 3, it would handle itself.
Would I like Protection and Defense/ Sharpness and Attack? certainly, it would represent skill-based vs equipment based. Although it seems Strength/HP will cover all of skill-based combat.
I don't think excessive stats will be "needed" for large scale warfare, but certainly should be "existing and non-usable" during the vanilla game (except perhaps with Heroes) ... as modder resources so that stats don't have to be "added" into the engine, they are already there simply invisible.
What? You don't even need a RNG to make tactical combat if you want.
It's not only the game design, or the balance, or all the extra variables the player has to take into account when building, researching and planning, it's also how long it takes to make a turn: if building cities takes time, researching takes time, building units take time, playing combat takes time,... then it takes an hour to make a turn, and when you think you need 200 hours to finish a game you go and kill yourself. Or you start taking all the measures you can to shorten turn time (auto governors, auto combat,...) and then complexity was added for the AI only, because you are just skipping it.
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