regarding all the champions running around and the "producer" champions that actually simply serve as ressource/material source....?
i am not really sure about that system...dont like it that much
in the beginning you waste time running around looking for champions that give these bonuses
you try getting as many as possible of them while they are still inexpensive
but you wont use these "ressource" champions to fight anyway...maybe to explore, and then they simply stay in a town without any use...also because they usually have very bad combat ratings...so there si a differentiation between combat champions and ressource champions...
honestly i am no friend of that system...
the ressource champions have no purpose except to get some additional ressources - you acquire them and then they just sit somewhere
there are way too many chamipions running around, especially in the mid/late game when you wont really hire them anyway
the champions are also not distinct at all - very random and boring...i like the mom system much better
- less heroes that are not randomly generated but therefore much more distinct - with unique look, personality and skill - even if some of them also give you ressource bonus - they should all be mainly for combat... i'd rather replace the ressource champions through additional buildings or quests where you can find these things or certain other htings like trade routes or whatever...
what do you think about the current champion system, do you like it?
I don't dislike the system too much, but I do have a few concerns.
I feel the level-up system is lukewarm. Usually in RPGs leveling up is a big "hook" that makes the game experience rewarding. Gaining a single point in a attribute category just doesn't seem like a big deal to me.
If we are going to have champions that help out your empire in a non-combat capacity, it would be nice to see those champions have the ability to level up and expand on their non-combat capabilities, without having to engage in combat.
However....
I don't think the champions _are_ randomly generated, as I have seen the same champions many times. A month or two ago Frogboy asked beta testers to write in their own champions.
I think the 1 point system works fine. Dont want to overdue superiority
But i like the hero leading the army system. Leadership bonuses to the soldiers attached to the hero.
Seems a few hours in, i had more heroes than military members. I think it should be the other way around. 6+ units being lead by a hero or 2.
But for RPG sakes i like the idea of a group of heroes. Maybe if they had traits that helped out their soldiers or other heroes.
I have to agree with the OP. The current champion system is disappointing so far in my opinion. Compared to MoM, champions
I just loved the heroes system in MoM. While the balance was not great, they still made it feel "right" - e.g. that relatively low lvl soceror guy (Zoltan?) who added a quite a bit to your research could be used for combat. Plus it gave me this warm feeling when one of these guys gained a level..this is not at all the case in Elemental right now.
I think this all adds up to the rather shallow experience with champions so far.
It's not necessarily a matter of "superiority" as it is a matter of distinctiveness, or in this case, the lack there of.
Merchants, etc. don't need to be on the map. what's teh point of risking losing a merchant that provides 2 gildar per turn and you paid 100 for? they might as well be abstracted, that would be less clutter on the map. But then they also make for a great cheesy way to gain experience as you can kill them with little risk and earn lots of xp (even though less so with beta 2A).
The farmer and miner NPCs are worthwhile as the give a percentage bonus. I think the researcher and merchant should be a percentage boost as well in the city they are in.
Adventurers could give a boost to army morale instead of just being some guy with a sword.
As to the leveling, I have to agree. It isn't very exciting. No new skills, just a point on an attribute. ZZZZZZ
Also, I would like some XP for quests instead of getting books for increases in strength, dexterity, etc. What, they get the "Buns of Steel" book? Rather cheesy IMHO.
It all needs work.
I'm with the OP.
I would prefer a system where Champions would be drawn to settlements by their Prestige. The higher the prestige, the more powerful they would be.
And champions that would live in their own settlement where you could go to hire them or complete a quest to get their loyalty for free.
E.g. a leader of a makeshift camp of a few soldiers and civilians tells you that they are being raided by a band of bandits on a regular basis. You kill bandits -> leader joins you as a champion and their population moves into your nearest city.
I don't much care for these +2 to X passive bonus cows running around waiting to get milked. Champions need to be cool, special and active.
There should be lots of champions, I think the problem with the current system is that right now they 1. don't do much, and 2. don't have enough out there to kill. Couple of ways to solve this problem.
First, have champions do more. That merchant out there, who nets you two gildars a turn if you hire him, should be trading between cities, carrying stocks of food, ore, weapons, ect in between cities and selling them for a profit. He should have his own money, and have the amount of goods and money he makes increase based on the number of trips that he makes. Everytime he comes into a city, the owner of that city gets a small sum (dependent upon the size of the city and the level of the trader) in tax revenue from what he sells. Initially he'll be alone and small time, but as the amount of money he has and makes increases, he should eventually hire guards to protect him and his merchandise. This is not a hired hero. This is him, acting on his own, out in the wild.
If you hire him, you should be able to do the same thing, the only difference is now you choose. Govern a city? That city gets a bonus to its income (which increases the more turns he spends as governor). Put him on a caravan route? He acts as a better caravan, and gradually improves at that. Or just have him in his nice safe market in your city? He nets you the two gildars (or however many he does based on his level) per turn that he does now. But that should be the least profitable of the options, since it is the safest. He should charge you a salary though, which increases the better he becomes at a given task.
That thinker, who nets you two research points if you hire him, should be able to increase research by a net percentage if he is governor. Or he should be able to manufacture special equipment, giving you better and unique items in your shops. Or you can put him in one of your libraries, and he churns out two research points. But once again, that should be the least profitable of the options. On his own he should be a freelance artificer, making items (better than what you can produce generically) and selling them to anyone with money. If he gets rich enough, he can create a little inventors cottage, which can be the source of quests and new equipment.
There needs to be lots of champions to see development like this, because for each freelance wealthy merchant, knowledgable sage, wealthy mercenary (at the head of a large army) or successful adventurer there are 10 more lying in a ditch somewhere.
Which leads me to point number 2. There needs to be more lairs and creatures, especially within your territory. These NPC's that are out doing their class job need something to do (in the case of adventurers), or some risk to them (in the case of traders and thinkers). There needs to be a dynamic here. If you are really good at keeping your nation and the area around your nation swept clean of threats, you should have a lot of traders and thinkers and administrators rolling around, because there are a minimum of creatures out there killing them. That being said, you will have fewer adventurers, simply because there isn't a lot of lairs to explore or creatures to kill. Mercenaries will go where the money is, so if you are at war or have a lot of problems with monsters, then you will probably see more mercenaries wandering around looking for employment.
Right now the problem with champions is that we don't have a "living world." They just kind of wander around not doing a whole lot until they get hired. Really, we shouldn't be able to hire most of the NPC's (wage costs are probably a good limitation here). Most of them should be going around doing their own thing, but continually influencing the world around them and your nation. Once they actually do that (if they do), then the problem should go away.
I don't use champions.
They cost too much, and they aren't very good at all. I'd prefer just to train a troop myself.
They are a good option in a map that totally lacks Iron mines, as you can buy them weapons in the shop.
Level ups are dry and costs are a mystery. Need more varied skills.
One thing I would like for all characters that level is a type of "skill tree" that we could progress. Now, I know spells are a totally separate thing so we don't have to include that here. But perhaps we could have different skill trees that could give your champions/sovereign combat skills like better effectiveness with staves, or a new type of axe attack that can hit multiple units at once and things like that. Then leveling would be a lot more interesting than "yay another point in strength" for the 10th time.
I agree there should be rewards for quests (XP and items!), I really feel that the world is static(another topic for another time) one part that would make it feel more organic is the champions..
I agree that quests should give xp and items, I also like the other ideas, in particular "lwarmonger", this would make the world quite a bit more organic. I also think champions (and sovereign need feats! increase in guildar generation for merchant or more/others which would be cool!)
I posted a slightly more elaborated version of my above post over in the ideas thread.
https://forums.elementalgame.com/385079
I don't like the current system either. Just ask yourself the following question, what would miss if those champions were not in the game?
At least for my play style that wouldn't change much and I wouldn't miss them. I usually just place them in cities anyway or don't hire at all.
My alternative would be the following get completely rid of champions wandering around. Then get an "adventure" research that enables a quest which you can use to find a bride. Alternatively add other ways like rescue a virgin offered to a dragon to start a dynasty.
Then your kids become your champions. Have less of them as well.
Other champions should be available after adventure research and after finding them in their habitats. They should live in (magically) protected habitats and maybe taking care of other survivors. Thus being champions. Such habitats could be:
- swamps (an old witch or her daughter),
- wizard towers (old wizards resp. their apprentices),
- caves with veteran survivors (warrior heroes),
- oases with Arabian style heroes,
- old workshops with a weird inventor (surviving by using strange devices)
- etc.
Each hero could or better should have a related quest or a certain requirement like influence of a city, certain spell or technology, army size, moral alignment, etc. Only a small part of heroes should be nomads, with the ability to survive in the desolates of the land. Therefore it is your (more difficult) task to find and convince competent leaders to work for you. Then make them more significant.
Via
p.s.: ...Yes, I promoting an idea of a previous post of mine.
I agree with all of you. The champion system needs flavour. A skill tree would give exactly that, make the level ups count,
and give us a reason to sen the poor buggers into battle instead of putting them in a city.
I like the idea of having quests give us the option of marrying a damsel in distress. Certainly adding this type of depth to the quest system would add to the immersive factor of doing quests. As things are now I only need my sovereign and some spearmen to dominate everything on the map.
Heros are never worth the cost, and loss of the opportunity to violently murder them and gain the Xp, because they don't have anything close to the special traits of a sovereign. I don't see a problem with giving the heroes some special abilities, maybe D&D-like feats, that make want to keep their hearts in their chest instead of on a stake in my courtyard.
But then what about researchers and merchants? They are only usefull for about 50 turns or until schools are buildable. I would support a percentage bonus supplemented with a +1 to make them useful in the early game and maybe they get special abilities after the high level university and abbey are built.
Does anyone know what the changes to heroes will be when tactical battles are added?
Hopefully some leadership ability to increase morale and capabilities to units they are near/attached to. Other than that, it will probably depend on the size of the battle.
In a battle with four champions and 5 squads of 6 soldiers, those champions will have a much larger individual impact than a battle involving thousands.
There was a game a few years ago called Hinterlands. "Champions" would come to your city and a list would be prepared of them. You had a limited amount of time to accept them or you could send them away to free up a spot for a different champion. The more recognition (fame/honor etc.) the better and more specialized the unit would be. It was the only good thing about the game. It would be a perfect fit for Elemental. You could still have uber wandering champions, but there would always be champions available to raise leader, find a spouse or to equip into a champion army.
- Othello
I do wish that there was some sort of percentage bonus when you picked up a merchant later in the game. You have little reason to pay a merchant 800 gold to join you, when the game will likely end before he could pay for himself. Some sort of skill tree system could work to add value to all of these NPCs. Imagine sending your merchant out at the head of a group of peasants in order to squash a spider. Perhaps rather than just combat bonuses, the various types of NPC (Champion, Adventurer, Merchant, Loremaster, etc) could each have a unique leg in the tree. And a few years keeping records for an army would likely add to a merchants accounting skills, so it wouldn't be at all unreasonable.
This way instead of just having all merchants increase town income by a percentage, the NPCs could go out and earn such bonuses. Also this takes care of the whole send them into a town and ignore them situation that is the case for many of the types of NPCs.
I also agree that the champions system, as of this time, isn't interesting. I like Iwarmonger's idea on the way champions should be behaving on the world, merchants doing some trade on their own and inventors selling items etc. This would make every world you played feel "alive" and lots of random different things could happen every game you played.
A talent tree would be really awesome and make every game different. These trees should have options that promote the need to send a given champion into battle, for example a merchant might be able to select a talent that allows him to salvage equipment of fallen units in combat, which in turn you could sell in your town's shops. Furthermore whenever a merchant levels up he should gain a certain amount of gildar produced per turn. For example a merchant could gain 0.5 gildar extra to the base 2 every level, so a level 4 merchant would be earning a total of 2+0.5+0.5+0.5 = 3.5 gildar per turn. Same could be applied to researchers and spell points, and of course the numbers would have to be balanced accordingly.
You could even have a talent that increases the gildars per turn that merchant provides, so the higher level the merchant the bigger the impact he would be making in your economy.
I like the idea of merchants working in an army. I think it could be interesting to create a party system that functions like a game of good old D&D. A merchant in your party reduces costs to maintain the army. A researcher should be able to gleam technology from your enemies when the battle is said and done. Leveling these characters should allow for interesting party abilities that change a player's strategy. Obviously the more powerful a wizard is, the more interesting his abilities are. Why not do the same with merchants and every other hero?
Diplomats would be an interesting thing to have in a party as well. Imagine a highly skilled diplomat convincing a group of bandits that they stand to gain more from joining you than fighting you. Imagine the evil potion quest having a special option for wizards to learn how to make that potion. Imagine a merchant that can scavenge battles and ruins to find special items and quests.
The question here is how feasible are these changes?
this is a quote from the journal-
when magic is added-these units can become more important I believe-
"Potential Champions wander the world. What makes them special? What makes an Adventurer or Loremaster worthy to stand out from the average peasant? The difference is that they have the rare gift of being potential Sorcerers. You can imbue them with some of your essence and then they too can start to contribute to your Kingdom of Magic."
So your solution is that my merchant is now a wizard?
That said, there could be some improvements, as mentioned above.
One thing that kinda bothers me with the current champs is that when I see a champ I see them as a possible fighter (attack rating), or a resource (+2 spell points per turn, etc.), not as 'individuals' (ie -- a guy who is wandering the land, dedicated to bringing back life to the land -- a Johnny Appleseed or the like, etc.).
Perhaps the skill tree idea that SavageBananaMan34 and others have mentioned, which is a good idea on its own, would also help with this. Perhaps it could go like this with Mr. Appleseed:
We see a champ but no stats (no '10% bonus to orchard production'). We see a description like "Johnny Appleseed is descended from a long line of forest nurserymen, and wanders the land trying to preserve this knowledge".
If Mr. Appleseed levels up his options include a skill tree, weighted towards his innate skills/knowledge -- 1 level-up will give him a normal skillup for non-orchard techs (say +2 to spell research per turn) but double the normal skillup for orchards (if normal is 5% then he gets double -- 10%; if he was a research mage then he'd get +4 to spell research per turn).
This variable skillup lets us direct his development towards desired areas (maybe we much prefer spell research over orchard yield), while allowing Mr. Appleseed's background to come into play. We'd have a choice.
This would also address the problem that as time goes on, the current "+2 spell points per turn" becomes fairly insignificant. Allowing that to increase with each levelup lets it remain more useful as the game progresses.
This tech tree wouldn't replace the current '+stats at levelup', it'd be added to that.
We still have to wait for Adventures and Magic but, right now they about interesting as a cardboard cuts!
Would like to see more npc interaction, maybe something like this
https://forums.elementalgame.com/384601/page/1/#2654908
I find the later more expensive ncp's be worth the wait, it now take far too much time and effort (baby sitting) to level up a level 1 npc, plus 500 in weapons and armor lost after one hit in battle!
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