We have been pleasantly surprised at how this has worked out because it gives us the opportunity to look at seeing if we have time to do something we have wanted to do: Develop the RACES further.
The Kingdoms are made up by a single race (Men)
The Empires are made up of three races presently (Men, Trogs, Urxen).
However, with the reality being that people seem to much prefer to create their own factions, it may make sense for us to return to TWO pre-made races (Men and Fallen) and then use the resources saved to put in more content to let people make their own races.
So in the Faction creation screen, you would have a “Race” tab where you would design what they look like along with a very simple Strength and Weakness list.
Illustrating the point
One of the things we thought we would have to wait until a sequel would be to let players mix their races together when they build up their kingdom or empire. Right now, you capture a city, all the people simply become your faction (and its corresponding race).
So even if you made a race of those Avatar blue guys, when you capture a city from Pariden, the city would remain populated by Men. You would then be able to created a mixed army where they all have their strengths and weaknesses and visually look different. So you could create a true “Last Alliance”.
Now, the trade off is that the 10 factions would be made up of only 2 premade races (Men and Fallen) but there’d be enough assets available then to let players create their own Orcs or Dwarves or Elves or Space Smurfs or what have you and then let players create a mixed empire.
So Men might have a +1 bonus to say Economy. Fallen might get a +1 bonus to their attack rating. Then players could also create (for instance) Elves who get a +1 to the range of their archers or any number of other differences plus they would visually look different. From this, in post-release we could explore other ramifications.
What do you think?
I should note:
1) I am not suggesting coding a different AI for each faction. One AI for all factions, but the same AI is aware of its special abilities.
2) I am totally in favour of allowing us to conquer "Fallen" cities and feel the factions should not quite be "races" but rather thought of Kingdoms. If it looks like a man, walks like a man, it is a man! Stick it in the platemail suit and send 'er out. Vary the initial stats if you must. : )
3) Right now, no race has "special units." Just because you could make Fallen soldiers and Men soldiers it doesn't really have to change the game that much. This isn't Age of Wonders, conquering the dwarfs does not give you a super uber unit you can cheese with the Undead special uber unit.
What is the point in the current beta to choose a premade faction instead of a custom faction? You can alter the premade faction by adding/removing strength and weakness. And the specific benefits (which couldn't be choose by a custom faction) aren't meaningful enough (seafaring bonus) in the beta to specifically choose a faction.
And with all available strengths/weaknesses, the premade factions really need some interesting bonuses that can't be available to a custom faction.
Please keep it the way it is, GalCiv 2 was awesome everyone loves making their own race, but the other races had depth to them and i often played as them to get a feel for a certain style of gameplay.
Now i don't mean to be rude or anything but i do not want a bunch of Avatars, Necrons, and who knows what in my games, i preffer to play game against factions preset by you guys and possibly using a faction i've twisted around a little. You need to promote the factions a little more, i've tried looking them up and at this stage they are all the same.
Let modders, make new races, let players make new factions. Keep what you have because it is great, im personally anticipating learning more about the races and factions of elemental, not what some other person has created that does nto belong in the game.
please leave it to the modders to make races, playing against custom races sucked in GalCiv, preset races/factions are much funner.
In GC2, taking a planet means doing a genocide which isn't the case in Elemental (you take a city with one army and keep the city population)
your missing the point entirely bud, and if you took a race by influence in GalCiv it still had the original species.
And im just asking for them not to get rid of the races they have, instead give them more depth. As for conquering a city of a different race who says it can't be done? i can see a town having several different races, no way they'd be thrown into the same military unit though.
Honestly i don't even care if the entire city is put to the sword, or converted to our race for that matter, im more of a casual gamer.
HOW ON EARTH ARE THESE RACES GOING TO INTERMARRY THOUGH? if i send my sovereigns daughter off to the troll king how are they going to have kids? same goes for your guys avatar vs my regular looking men.
Def want more options for created races!
I don't understand it. The fact that people prefers custom factions should had been an obvious, just like people prefering custom Sovereigns (especially right now that many talents/weaknesses do nothing).
In Gal Civ 2 and Dark Avatar I liked Terrans and Altarians but barely touched Altarians. In any case, I played mostly custom because that allowed me to pick the traits that suited me best (plus custom avatar and silly names optional). With Twilight (of the Arnor, mind you) I started to play more and more Altarians because they had a cool tech tree (yes, I could select the tree for my custom race but it gave me a reason to play the faction I liked more but never played because it sucked).
In Elemental right now, in the faction screen we select the alliegance, the race, colours, coat of arms, talents and weaknesses. Sounds very much to what you propose now. The exception would be... tech tree specific for the default factions? What else was there to wait for? Does the new plan involve generic tech trees due to racial simplification? The differentation, visuals aside, would be some bonuses picked in faction creation (like the traits in MoM)?
I suppose these changes are possible due to not affecting the campaign/lore so... ok. I want cat ears (head models without the normal ears so they don't end with two sets of different ears), cat tail, bird wings (although I don't see flying making it into Elemental, some wings with some animations would be lovely), pointy ears, reptile heads, reptile tail, different models of hands and feet, wolf tail, different models of horns, dwarven beards...
Well, I think this idea is better than how you handled races in GC2... I'd do it differently though. Scrap default SOVEREIGNS, but keep the stock races and really cut down on the changes you can make for them. Maybe get rid of em completely.
In GC2, every race had the same pool of strengths and weaknesses to choose from, with similar point totals, a few starting stat differences that were outweighed by the custom points, and only one real form of differentiation: super abilities. Even the different tech trees in Arnor weren't all that... different. It felt a little pointless what you picked. I don't want to see elemental repeat that problem, either through the same over-customizable stock races or just dropping the pretenses of stock races.
A lot of this game seems to be centered around the sovereign, and the sovereign customization system even in this beta stage is a LOT better than race customization. There's so many different options for what they can do, what they can start out with, and they all distinctly affect the sovereign instead of being generic empire wide boosting stuff (except scholar. scrap that pick.) Roll with this strong point. Let this wide variety of things you can do with your character be the cornerstone of customization, and fix the races like in a civ game.
On the AI end each race could have default sovereign stats/abilites that AIs would focus on, but I wouldn't even provide that option to the player. If you're going to offer major customization in an area default templates for players seem a bit pointless.
If you want eye candy go watch Avatar. I want a good game.
That said i don't think playing against player created races can compete with playing against default races/factions. I liked how they gave each race in GalCiv a back story and unique feel when you played as them or against them. Player created races are shallow and often not very creative. There should be perks to choosing default races that custom races arn't allowed.
I love that idea 100% Brad. It would be worth the wait if such changes where made to Elemental if you ask me.
No comment.
From what I understand, Frogboy, I think I like the idea you have presented. I'm not entirely clear as to the intent though. Correct me if I am wrong in my analysis.
Currently:
-10 factions
-Each faction falls under either Fallen or Men, but are actually sub-races (Gilden's "Ironeers" for instance could be considered dwarves)
-Each faction has its own story and personality, shown both by its strengths/weakness and the play-style of the AI associated
-When you conquer a city the population is converted into your faction and loses its racial identity. So, even if the population was made up of trolls, they'd now be regular men like your kingdom, no racial distinction beyond the faction
-You can create your own custom faction, but the race is nothing more then cosmetics.
You propose:
-2 races with specific strengths and weaknesses
-5 factions per race, each with its own distinctive qualities
-Each faction would still retain its story and personality, demonstrated by its strengths/weakness and the play-style for the AI
-When you conquer a city the population would switch factions, but would retain its racial identity, giving you a racially mixed population pool. Thus allowing you to build an army based on the races you have available in your kingdom/empire.
-You can create your own custom faction, and your custom race, defining not only the appearance of your people but what they are good at, beyond the qualities granted by their faction.
Maybe I'm not fully understanding your post, but if I am, I really think it'd make for a more diverse game in the long run. Players could quickly mod in a unique race for each faction, and if coded right, they AI would understand how to make use of these custom races. Sounds stellar to me, if I'm not confused that is
Being able to create our own races (like elves, orcs, ...) would be just great, I agree with your decision.
But would the computer take advantage of their traits and be able to play them properly too? For instance if one creates races like orcs, elves, dwarves and all the middle earth races for a middle earth like game, will the AI have some clues about how to play them? for instance can we also chose a few behaviour traits like "aggressive", "defensive", "expansionnist", "territorialist", ... to help the AI? I mean it would be strange to have Elves as brutal world invaders and pacific orcs traders
You guess right.
As for the rare beings, I’m one of them.
Sometimes I feel like the odd guy on these forums, some kind of Joe-six-pack if you want: I don’t know about coding or modding, never installed any mod in any game, I don’t play multiplayer, I play few games and very rarely read fantasy (except I have the whole Conan books and comics).
So, YES: I buy and I play what was given to me.
Now, I don’t know what to do with this journal entry.
First, what does it mean “The faction I create myself”? As some said, there isn’t much difference between factions, if any. Usually, I choose my Sovereign and just take the kingdom associated with him, then I fiddle with the traits. I wouldn’t call it ‘creating’ a faction. And I don’t spend time with it since, at this stage, it’s more about finding CTDs and game-freezes than fiddling with the editor.
But what I thought the other week, and someone spoke about it, is that it gave some special feeling to meet Procipinee in the game, knowing she was the daughter of the old magic master. I thought: yeah, it’s good to start feeling immersion and attachement to people and kingdoms, to feel the game becoming a world of its own.
That’s why the base game should have predetermined races with their special abilities, special lore and so on: immersion! That’s a big part of what makes a game stand the test of time, perhaps even more than mechanisms and sure a lot more than graphics and eye-candy customization, even if these are fine. But to be honest, and take ‘space-exemples’, I played a lot with GalCiv1 but only 2-3 games with galCiv2; it just didn’t appealed to me and customizing ships for the sake of it was some pain, I would have just preferred to get the basic choice or, as in Space empires IV, to choose at the beginning a general line for my ships (some like rockets, some flats, some like balls) when I also choose how the race looks like. Simple and efficient.
Immersion, I said. Yes! It’s key.
If I still play Alpha Centauri after 10 years (and never tried any Civ), that’s because of the epic backstory, because each faction has a face, a name, and play very differently, because I feel like reading Red Mars once again when I play.
With Europa Universalis 2, after having played tens of games, I am still excited that I send my explorers discover the New World or the nations around the Pacific Ocean, even if I know perfectly well where they are and what they are. I play a nation, I have a religion, some destiny goals. It’s epic.
Everytime I read here that “Players will take care of it” or “It will be modded so don’t worry”, my blood boils.
Don’t get me wrong: I am all for modding tools and some customizing options. I wonder what wonders people will do with them: mods of Lord of the Rings, Forgotten Realms, Hyborian World… I’ll probably go out of my way and install some.
But the game must be solid and stand-alone out of the box. Give us lore, stories, tell us who is Lord Gilden (I like him, makes me think about King Edward in Braveheart), make factions/races use different AIs if possible!
That would be what Main Street thinks comparatively with Silicon Valley.
(Feel free to correct me if I misunderstood the intent! I’m not native English speaker and I like to groan before thinking sometimes. )
Sounds like a good idea. Being able to create races by their bonuses, weaknesses and looks would be a powerful tool. I would suggest that you force the player to choose a weakness in their race if they want to choose strengths (by a reduced point distribution pool) as that would make for a much more varied mix and tactics to the game.
I suspect one of the joys you have with this beta process is being able to skim the best publicly created creations (and their accompanying lore) and add them to the stock characters of the game. That way you get your stock whilst making this awesome community to give you their best.
Frogboy is it you that is flying the 'only 2 races' flag?
I don't really see how having the original factions as different races costs more than allowing more customisation of the players race but regardless I don't see how this improves the player experience.
When I play I want to choose a race or create my own but I deffinately want to play against varied and well fleshed out stock races. There's no way I want to play against only men in a fantasy game. I might want to create a game Vs 2 other races and feel the enemy is very different to another game where I play against 2 different races. The different feel would come from aesthetics, AI play style and opponents strengths/weaknesses. Aesthetics is a massive part of that (probably biggest in my opinion, although don't mistake what I am saying for being Hortz) and I can't see men in different armour types would make me feel like I'm having much of a different game to the last.
Maybe Im just stupid but I like simple things. I get confused if there are different races that look similar (I never really understood human inter-race conflict much).
The great thing about a different race is trying to figure out how you could have sex with it. Brad clearly loves this aspect also (children).
Factions are groups of people aligned with similar viewpoints - like furries. The furry faction is full of a wide range of memebers of 'various' races but mostly humans. There are many other factions. There are many other races (okay there isn't but were going into fantasy at this point).
So this is what my mind is telling me:
Elemental has 2 races that you can play as of the base game - Men and mosnter costume Fallen. Aproximatly 10 factions inhabit the world from those races.
In my mind they are devided into "Yup, I'd tap those guys." and "Err... well... go on then." The factions devided up into Emo, Cool, Emo, Emo, Emo, Emo, Cool.... etc.
But everytime I read something from Frogboy, that dosn't seem to be the case?
All I want is a good selection of factions that act like they are designed. I don't see the need for complications in this aspect. As in the words of Amorphis "I made that stonewoman for you. To see me and say I am here."
Now wait a sec. It was a little premature to even have that poll, factions flat and undetailed as they are right now. Improving races is absolutely fine, but not at the cost of making pre-existing factions undiverse and uninteresting.
I vote for 2 races at release with mixed-race factions. MOO3 attempted to do this, and I always thought it was a very cool concept. Be sure to add some attribute(s) to control how fast each race is attracted to civilizations and cities. Even if my faction is mostly "men", perhaps a few "troglodytes" will still wander in.
This. I agree completely. This was one of the reasons why I loved AoW 2. - SM. Lots of different races. -> Diversity & fun.
I am not surpried about the votes. Right now the players don't see any real differences between the factions. We don't have unique tech trees at all. The only difference between the races are the bonuses [+diplo bonus etc.] Also, it's fun to play with a custom faction...it's a fact. If we would have custom races in AoW 2., most of the players would play with those, I am pretty sure about this. Creating a custom faction gives you the power to make it "uber". -> Powergaming basically.
Additional notes - The current system can work. Factions will be diverse enough in the final product. Different tech trees, combined with other stuff [+diplo bonus, +military production bonus etc.] should be enough imo. What else do we want really? Oh yes, the "eye candy"...right now most of the factions are humans, which means -> No real "eye candy" for us. It would be cool to have vastly different looking races in the vanilla game [lizardmen, orcs etc.], but it's against the lore. The modders will take care of this.
^^ Yeah, AoW2 got that one right, lots of races & unit mixing, crappy morale for units if they are mixed with races they hate, I can only imagine the pain it would be to run a dwarven city captured by goblins... If an evil faction can somehow harness the labor of the 'good' population through slavery & what not then that would be awesome. None beat the dwarves as slaves....
Please, devs, allow for unit mixing. Nothing's more annoying than capturing that 'whatever race' city then having it's population flip to your race, meaning you get to make the same units you've been making, nothing new. Whoopee. I wouldn't care if doing this mixed race thing right backs the game's release until the end of 2011, would be worth the wait.
Heh, man if all the ideas posted in these forums were implemented, this would be the 4X fantasy game to end all 4X fantasy games, well at least until the release of E:WOM 2
Got to say, though, I'm holding out hope that we get dwarves, elves, etc instead of just 'men'....
Hobgoblins... how come there are never any hobgoblins in these fantasy games? Either as a unit for the goblin race or a race unto their own? And gnolls, don't forget the gnolls!
I'm so glad that even major parts of the game like this are still under review. This is what makes this form of 'beta' testing so amazing!
This topic has been debated quite a bit recently. I could rant about this for many paragraphs, but I will try to keep it somewhat brief. Some of my ideas are already being argued by others, I just wanted to share my take on all of this.
Elemental needs two things in this area:
1) The ability for players to pick up the game and play without spending tons of time customizing the game.
2) The ability for players to customize their experience without creating mods.
While retaining the following key features:
1) Gameplay that forces players to make meaingful decisions.
2) Variety
3) Character (ie: story, lore, and personality, not just bland stats)
Thus, a player should be able to jump right in and find a fun game that has lots of variety, personality, and interesting, meaingful choices and stratgies. A player can also enter the game and fully customize their gameplay experience, if they want to spend the time to do so.
My suggestions on how best to do this:
1) Elemental should have several well developed factions, races, and Sovereigns that are each different in lore, personality, and gameplay. I'm all for having 100 different factions that are all awesome, but that is impossible. I am intrigued by the current slate of factions and look forward to seeing them developed. I am fine with the current slate as long as they are developed fully and play differently. This will appeal to the ''jump in and play' players who don't want to spend time customizing everything, and will also provide the critical fully developed and interesting AI opponents for all players in all games. I consider this to be essential to the game's success.
2) Each faction should be defined by three things:
A) The Faction itself (ie: Gilden, Capitar, etc)
i) Unique, fully developed lore
ii) Characteristics (ie Civis, Ethos, whatever) that define the faction's government, economy, politics, etc. These characteristics can be changed by adopting new Civis / whatever that have been researched, at great cost. So what starts as a Feudal Kingdom could evolve into a Merchant Republic.
iii) Unique tech / building / equipment lines for each Faction. Most will be generic, but there will be special things that each Faction can acquire. Custom Factions will be able to select their unique lines. This would be defined by broad archetypes.
The primary Race of that Faction (ie: men, Fallen, Sub-Fallen, Sub-Men, etc.)
ii) Characteristics that are set at the Race's creation that never change (or maybe only with some mega-spell or other big event)
iii) The total population of each City and Faction is broken down by Race. Cities and Factions can have mixed races, with new races being gained through conquest or peaceful migration. Peaceful migration would be influenced by diplomacy, treatment of that race, etc. Players can design and create units and select the race of the unit. As long as a city has population units of a particular race, it can recruit units with that race.
iv) Races would have attitudes towards other races which would influence Faction level diplomacy, happiness in cities, army morale, etc. These attitudes could be helped or harmed by events in the game. So the 'elves' and 'dwarves' might like each other at first and work together, but relations could later be badly hurt by some major event, leading to changes in diplomatic relations and happiness in mixed cities.
C) The Sovereign
i) Basically the same as now.
ii) Sovereigns have a race and can only intermarry children with compatible races. This may become too complicated, so a simple 'can intermarry' option would allow most factions to breed, and would keep some weird Human-Klackon scenarios from arising.
Sigh...sorry...much longer than I wanted, but this is one of the issues with Elemental that I, and I think many players, really care about. BOTTOM LINE: Players need the ability to customize their experience, have meaningful options, and jump into a fully developed game if they don't want to spend the time to develop everything themselves.
At the moment we just don't know much about most of the factions. Too much stuff is missing from the game to really get to know any factions that well. So the poll numbers can be kind of misleading that way. We certainly need factions to play against. While I might like to create my own, I also like to play as some of the built in ones and really don't want to have to create ones to play against.
Letting people create their own races is cool, though.
Fully customisable races gets my vote!
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