Greetings!
But that's exactly the type of thing people are asking for with these super god mode champions they're advocating. If players can do it, an intelligent AI can do it too. It's hardly "War of Magic" when the "war" part doesn't apply because the AI has a god unit that nothing you create can fight except your own god unit. If your god unit happens to be far away when his gets to your capital... oh well. Better luck next time.
It's pretty silly to say that we can do it, but the AI should have to give you 3 turns advance warning before it does the same thing. If that kind of choreographing is necessary to protect the player, then it probably means the idea itself isn't a good idea.
(This type of thing happened in AoW 2 if you knew what you were doing. Do Shrine of Magic quests in the first map of an element until you get a Blade of the Void, manage to hold your hero long enough that he gains a few levels... and you're off to races. By level 30 the unit is so completely broken that it's a one man army and nothing except a similarly built hero can stop it. It made the last level boring because you could regain access to your strongest heroes from earlier in the campaign and with 3 of them there was zero point in building any kind of offensive army at all. Just build defenders and let each hero be their own army as nothing the AI could throw at them could act as more then a speed bump. They toned down the stat growth curve in AoW:SM to try and make it harder to build invincible heroes.)
So anxious for this! Can't wait to see what you've got for us, in the pixels.
I took that high rez pic and with PS, counted and marked each unit. The number of individual soldiers (even the dead ones) on that screenshot is actually very close to 550...with around 400 of those on the empire side (the side the dragon is killing). I assume there are more kingdom soldiers behind the hill. Assuming equal sides, this would be around a 400v400 battle.
I think you can't compare this to the total war games. You can easily get 400 soldiers with simply 4-5 units in TW. Obviously the sense of "epic" scale is very different between these two games. I'd just wait until the tactical combat is released before passing final judgment.
(each colored cluster represents 20 individuals)
But it's not so fun when it happens to you.
I mean, good grief guys, we had people screaming because there were tough creatures spawning in their starting locations and those creatures don't even target anyone in particular yet. It would be a riot if a player's 10 hour long game ends because the AI somehow managed to build up to a single mega unit that teleported itself to your capital, dispelled your protection enchantments and then volcano'd it.
Um, no. If a 10 hour long game ends because the AI built up a really powerful champion or sovereign capable of destroying everything I've done in the last 10 hours, then I deserve to lose. What the hell have I been doing for 10 hours, playing SimCity?! Obviously, a champion that can teleport willy nilly around the world shitting volcanos out his butt is going too far - most of the issue here is the "teleport into your capital" business. That isn't a powerful champion, it's pure cheese.
But regardless, if he was able to develop a champion capable of waltzing up to my capital, dispel my protective enchantment (not plural for a reason - there's only one protective enchantment for cities in the magic chart) and raise a volcano in the middle of it, then I have failed to use my 10 hours of game time to counter that 'strategy.'
1. Where's my army? If he was able to develop such a champion, I should've been able to build an equally powerful army.
2. Where's my magic? If he was able to develop such a champion, I should've been able to amass tremendous magical power.
3. Where's my crazy powerful champion? If he was able to develop such a champion, I should've been able to also.
Or some combination of the above. If he could do that with his champion, a player who focused on a powerful military would've been able to do the same, or a person who focused on building up his magical power. The fault would be mine, not the game's. Unless of course you actually implement a teleport spell that lets players teleport wherever the hell we want.
And comparing a super powerful champion unit late in the game to powerful monsters roaming right next to your starting location are two very different things. If an enemy comes at you with a super powerful champion (or army, or magic, or dragon, etc), they had to work to get it, and you had time to work on your own grand strategy. When you start up a new game with you 6 combat rating sovereign and discover a 372 combat rating ogre roaming 5 tiles away... What the hell are you going to do? There is nothing you could possible do besides run, or hope it doesn't come step on you. Such powerful monsters should either not spawn so early, not spawn so close to starting positions, or leave you alone for a long while unless you get too close.
Please do not make Raven a primary game designer ._.
Badass and awesome are great, and I understand that there will be imbalances in the game. But if you ever want to even "kinda" appeal to the competitive players, there needs to be a sembalance. Now, it could be like Demigod where "most" of the skills are overpowered and each Demigod FEELS really strong and powerful. But since everyone is (mostly) "equally" overpowered, it works out great. I can work with that.
400 v 400 battles sound fine for me...
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I also think that Champions shouldn't count towards the group limit. A powerful champion should be able to fight a large group *(20?) of average soldiers and come out ahead... once. Maybe two or three times if you give him spell-support or he is just REALLY badass. But he shouldn't be able to solo an entire army without investing SIGNIFICANT resources both on him before the battle and with significant Combat-Spell support as well.
I just think making Champions a "free" unit just makes SENSE and it's a self-balancing scenario as long as no nation can get more than a few particularly strong Champions. Eventually, just like a real life great general like Napolean, you would want to keep track of which enemy armies had Champions leading them and which didn't so you could prepare accordingly.
Since the stated goal that we're arguing against is people saying that a champion should be able to fight 1000 soldiers on his own... what army? There is no equally powerful army possible. That's the entire problem with the idea.
You were going a millitary or diplomacy route and don't have it. Guess you lose.
Is your crazy powerful god unit at home defending, or off attacking someone else? If it's off somewhere else and can't get back in time, oh well. Better luck next game.
When champions are by themselves stronger then an army, it's the fault of the game. Powerful units are good. God units are not.
Um, I don't know where you're finding this information. My post was just that champions don't have to become irrelevant if we had armies numbering in the thousands of troops. If by late game in large maps 1,000- to 5,000-strong armies are fairly commonplace, then individual champions that can hold their own against hundreds, maybe a thousand soldiers at the most extreme, would be lots of fun and a great way to keep champions relevant.
Nowhere, ever, did I say anything about a god champion that can't be defeated by anything besides another god champion. If someone were to send a very powerful champion at me and I had no army, no champions and no magic to do anything about that champion, then what the hell is there to complain about? If everything I have in the whole game is off somewhere else, how do I have any right to complain about someone walking in with a champion and destroying my capital?
The original plan for combat in Elemental was to have massive battles between thousands of troops, with sovereigns who could hold their own against very large numbers of troops (no numbers were given, but we were given the impression that they'd be quite formidable in combat), dragons that could all but win the game for you themselves... And other fantastical creatures that would be significantly more powerful than regular troops. The paradigm we were told Elemental was going for was huge numbers of mundane troops, speckled here and there with small numbers of extremely powerful fantastical units. I think it's perfectly reasonable for lat-game champions to be comparable in strength to some of those fantastical creatures (thought not as strong as dragons)...
What are the chances beta 3 is coming today?
Yeeeessss! THAT's what I love: an AI which can kick my ass...from time to time! (Would be AWESOME if you can program it!)
I mean, people can't complain that AIs are usually too weak and complain when it's not.
And let me be rude here: from threads to threads, we read those whiners...
- Huh! There must be a fertile tile at my starting location everytime!
- Huh! I can't spam cities, I won't be able to win!
- Huh! I want my horsemen, archers, knights no matter which faction I take!
- Huh! I want to win everytime against the AI!
- Huh! I want my sovereign to be able to defeat monsters right at the beginning of game!
For Frog's Sake! Let these guys use the difficulty level setting, play on easy (or use the autosave to replay the turn) and win all their games like it's a walk in the park. A lot of good it's gonna teach them in life if they can't even accept to loose A GAME so that they can improve their thinking.
That's the spirit!
A super-champion doesn't come out of nowhere.
Where were you while it grew in power? Didn't you take allies? Haven't you got an army able to conquer the enemy shards and lower his power? Didn't your adventuring skills allow you to recruit enough champions and monsters while the enemy put everything he had into its sovereign?
THESE are the real question!
You lost a game? Your fault! Improve your skills and play again!
(and for info: even in AoW2 I must care for my level 30 champions for, oh yes, they are mortal! And I know it too well since I'm at half the campaign these days)
Indeed, I wasn't comparing the two in terms of "Game-Play", just in the "Epic" feeling of the different amounts of unit numbers. The game-play experiences between any TW Game and Elemental don't even come close to matching up. In almost every other area Elemental is by far and hands down a deeper game. On game-play terms they can't be compared.
I also can't argue that the picture doesn't look cool, it does. I used that pic for my desktop for over 3 months. It's been replaced with the one with the ground level army and the shard off in the distance guarded by a drake and some blue and white soldiers.
I'm sure whether it's a 400 vs 400 based system or a 10,000 vs 10,000 system whatever Stardock puts out is going to be fun. It wouldn't be there if it wasn't. Aside from wanting to add more soldiers to get a more "Epic" feel though, I have other questions based on why was this number chosen. Like:
Is it 400 vs 400 because adding anything more then that bogs down the system?
Does adding higher numbers then that cause system lag?
Is this going to be hard coded? (I don't think it will be, they're awesome at leaving this open to us, but I'd like to know for sure)
As a Modder and for what I'd like to do in the Dragonlance Mod these things matter. I'm not so much concerned with what Stardock does with the "Vanilla Mechanics" as I already have faith that they'll put out a fun system for us.
Actually chief, I gotta agree with lwarmonger. If I can do what you describe to the AI then yes, I fully expect them to be able to do that to me. If I'm not able to defend against it then I didn't learn how to play the game very well did I?
The boss answered it right there, my friend, "Teleport". If a high ranking uber mage type can blow up armies with volcanos I would expect him to teleport or learn to fly or something too eventually.
I agree it would be silly to have to give a warning of some kind. But if I can do it and learn how to do it I would fully expect the AI to be able to do it to me.
For AoW 2, getting a champion to be overpowered like you describe was both a valid tactic, and also bore-lined on abusive, but if it wasn't fun people wouldn't have done it.
No AI is perfect and we can't expect the Elemental AI to be "perfect" either. Frogboy is super smart but he can't pull off the impossible and make the worlds first living and learning AI. As far as the AI goes I want one that's CHALLENGING!!! People are going to moan and complane one way or the other if it's too soft or too hard on the player. Don't coddle people by nerfing everything, make the player LEARN.
Besides, this is why we have Difficulty Levels, Correct? If I had the game on "Easy" I wouldn't expect a tactic like Frogboy describes above. If I was playing on "Hard" then I woudl fully expect it. Just make it scalable for stupid people and we're all good
AMEN BROTHER!!!!!
Exactly.
Doesn't help you if you're pursuing a millitary path and not a magical one, which people have previously campaigned to make a perfectly viable path to victory. Only it's not if your big army gets completely steamrolled by some god mode teleporting champion because people want champions that can fight hundreds of units at once single handidly.
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We must not play games with the same people. People do not fun things in games ALL THE TIME, because they're effective. The broken hero is so imbalanced that on a level where you're drastically outgunned army and production wise, on hard it might be the only way to win. So people will do it.
When you're playing to win, you don't sit back and go "well I could do this and win, or I could do this other thing and probably lose." One strategy is flat out unstoppable by any means, which is not good for the game in AoW's case. 'Balance' is a four letter word around here, but stuff like this is the reason why it matters.
People asking for super god mode champions in Elemental are just heading down the same path, and in this instance I'm really glad it's Stardock designing the game and not you guys.
Its a matter of the number of units a single player can comfortably control at one time, and then striking a balance between all the many different types of units. We should focus on the sense of scale, and not the actual number of individual soldiers.
In TW, a player controls 20 units, and each unit roughly varies between 20 - 200 individuals...which is a close ratio to Elemental's 1 - 20 individuals per unit.
But, as you see in the battle screenshot, I would argue that a unit of 20 men in elemental looks just as epic as a unit of 200 men in TW. Again, its the sense of scale thats important and not actual numbers. In TW the larger numbers don't mean much when your playing. They all look like a glob of pixels at normal playing zoom level anyway. In the battle screenshot, since there are less men with more space in between, you can actually see and appreciate each individual soldier. Again, its the sense of scale.
So going back to what Brad said, image trying to balance a TW unit that had 20,000 soldiers with one with 20. Thats what would happen if we tried to balance a unit with 1 soldier versus a unit with 1,000. Balancing a unit with 1 soldier versus 20 soldiers is more realistic (which in TW terms would be a unit with 20 soldiers versus one with 400 soldiers). The reason we can't simply stuff more men in each unit is because the base unit is 1 individual soldier. In the TW games, the general's bodyguard is the base unit with around 20 soldiers (at start).
So to answer your question, 400 is favored due to the game's sense of scale.
Someone asked earlier the difference between public and private betas.
That's a long answer.
The short answer is, in the public version, you guys just finally got horses. In the private build, they're already riding Wargs.
It's about the AI, man. People poo poo this stuff but it matters. Can't put this stuff out there without at least basic AI knowledge or it might as well be a tech demo. Sucky AI still is 100X better than no AI.
This conversation has been derailed by teleportation. Ever since Frogboy's example, that's been the core complaint from people who want champions to be mildly glorified soldiers. So let me say this in bold: teleportation is the cheese. The problem you have isn't at all with powerful champions, it's with champions who can show up at your door out of nowhere and knock it down. I hope to all hell that it will be absolutely and completely impossible to ever do that. Teleportation is way too easily abused, and needs severe limitations or to be left out entirely. I'm not quite as concerned about teleportation within one's own territory, but even then it should be expensive or limited (only teleport to closest town, maybe). You should absolutely not be able to teleport within enemy territory, or at the very least it should be prohibitively expensive and range should be miniscule.
I wouldn't want the AI to be able to teleport up to my door, whether it be a powerful champion or an army. Even more, I wouldn't want to be able to do that to the AI. There is nothing at all that the AI could do to defend itself against a player who can teleport powerful units or armies around willy nilly, that would be completely broken.
You're the only one throwing around the word "god" here, Tridus. No one here at all, as far as I can tell, is advocating unbeatable champions that can only be stopped by other unbeatable champions. As far as I know, I'm the only one who ever really even gave numbers at all, and let me restate them:
If late game armies could reach well into the thousands, as was the plan up until recently apparently, then a champion that can hold his own versus a few hundred up to maybe a thousand troops is not that ridiculous. If I have a handful of armies of 1,000-5,000 troops, plus my own champions, my own fantastical creatures, and my own magic, and a champion that can take on something like 500 troops challenges me, then chances are that champion will die. I wouldn't need my own champion to kill it, I could kill (probably even utterly annihilate) it with an army), and either kill or hinder it with magic. Or I could kill it with a Slag, or some other fantastical creature in my employ.
If army sizes are going to max out at ~400 soldiers, then clearly a champion that can take on ~500 soldiers is not ok. But a champion that's been a significant investment of an empire that can take on 50-100 soldiers on his own? Is that so unreasonable? If yes, we will have to agree to disagree. If it sounds reasonable to you, well - how about that! That's roughly the same ratio as in the previous example!
I guess I can't speak for others, but I don't want to be able to develop an unbeatable champion as part of some infallible strategy that always works. But I do want to be able to focus my energies into training up some extremely powerful champions that can take on decent fractions of a large army. Doing so, of course, would mean sacrificing in some other area - perhaps the gildar used to buy their equipment or recruit them could've been used into equipping an army or developing my cities farther, perhaps my sovereign will have less essence and thus less magical ability...
I'm worried about artificial army size limitations, though. ALL army size limitations end up in Stack of Doom problems, and I thought that we had gotten past that. If I can only fit a finite of units (by which I mean, squads/platoons/legions, etc), then there will be a major advantage in amassing an army composed of all your most powerful troops; such an army would be undefeatable by anything but another Stack of Doom.
With max army sizes of 200, or 400, whatever, regardless of how many troops I can actually maintain, then massing hordes of poorly armed/equipped troops would be a dismal strategy. If I'm confronted by a max-size army (let's say it's 400 for now) of upgraded troops, then even my 800 peasants might not do much. After all, I can only send in my peasants 400 at a time, and his 400 troops, each with leather armor and real weapons will probably win pretty easily. And he'll probably beat my next group of 400 peasants almost as easily as the first time. Whereas if I could've sent my 800 peasants at once, maybe I'd have had a fighting chance! But no, arbitrary hard caps forbid it, and thus an entire strategy is irrelevant. The only advantage to fielding inferior units is that you can field more of them, but with arbitrary army size limitations, that one advantage is lost somewhere in mid-late game (at least on larger maps).
Tridus, my friend, I still think if done "right" it's the way to go. We already have Mechanics that allow the player to raise a Volcano and destroy a city. That right there is one God Like Unit taking out a entire city with thousands of people if the defending Sovereign doesn't stop the spell from being cast. Right?
What's the difference between that and a over-powered champion? It's the same idea they've talked about since the start of the design phase, that players would be able to be a "Sauron Type" character if they wanted too, right?
Also, no-one's saying these units should just Start Out as Super-Powered Dieties. That should have to be Earned in game and be Hard To Do and not something you'd even have the chance to do every game. In a short game on a small map it would lead to reason the game wouldn't last long enough for the player to amass the resources to become God-Like. Having a Super-Uber-Powered Sovereign or Champion should be a Rare and Earned experience in game. If designed right it would be and wouldn't be something that could be easily exploited like it was in AoW2 unless the player hacked or modded the game.
I'm not even that big of a LotR fan but I can use it as an example all day long (just because everyone knows it, I personally like Dragonlance). The Military Conquest Victory in a game called "Elemental:War of Magic" would have some kind of involvement with "Magic". As we know there is a Magical Way as well by researching the "Spell of Mastery" I.E. the "I Win" spell. We'll probably have some kind of diplomatic Win Type as well.
In order for the game to best fit in with the vision of those who are the target audience for the game, and even for what-ever Stardock's original vision of the game, some of the rules are going to bent here and there to maintain I guess what we'd call in this case "Artistic Vision". Fantasy and Role-playing fans have many expectations when it comes to the games they like, as do Strategy Gamers. In this case it's a Strategy game that's inspired by a Fantasy Universe. In some case or another calls are going to have to be made to decide "What rules are the most fun for the game?". Only Frogboy and the Team really know this, which is as it should be, but they should also try to stick as close to one source of inspiration over another in some cases.
In this case, I believe what would make the most people happy would be to follow the source inspiration. In a technical aspect those of us who are Strategy Gamers as well also want a Challenging and Intelligent AI. The AI in GalCiv 2 is pretty good and more then adequate for what it needs to do. Even now, on Hard, I don't win Every Time I play. Do I know strategies that could break the AI on it's hardest setting? Sure. Anyone can break a AI and that will Always be the case until a "True AI" is made which I don't see happening anytime soon and even if it were it would be working for the government, not running a video game.
When it comes to AoW2 I never bothered with Multi-player. When I'm thinking about super champions or super huge armies in Elemental I'm honestly not thinking about Multi-player either. Do I look forward to playing some MP games? Sure, it will be cool. Mostly though I'll be enjoying the Random Maps and Mods I make in Single Player mode.
Also, when it does come to asking for Super-Powered champions, I think the Sovereign already is Super-Powered and should be even More So and that the AI should know how to Stomp My Ass with it if I put the difficulty on "Insane" or "Hard". Anything I can do or figure out how to do I expect the AI to already know how to do it. If that means making Armor for that Champion that makes them practically Invincible then I expect the AI to be better then I am at using it.
Frogboy has already stated there will be plenty of Ultra Rare and Powerful things in Elemental. Things you won't see until you've played 50 or 100 games, like the "Diamond Golem Quest". Even though they are Ultra Rare, they are "possible". Should they be nerfed or removed because they are powerful and could kill armies by themselves? What about Dragons? When it comes down to it, because Elemental has such a strong "Fantasy" element there are going to be LOTS of Things in it that ARE Un-Balanced. That comes along with the territory when "Magic" enters the equation.
If they try to please everyone, both the Hard Core Fantasy Fans, AND the Hard Core Strategy Fans, they'll end up fully pleasing No-One. It's like the saying "You can't please All the people All the Time". Once you introduce a "Magic" type unit there's no way a "non-magic" type unit could really stand up to it fairly, except in a "fairy tail".
Balancing Elemental and trying to please Everyone is a Impossible Job and I don't envy the position many of the Dev's are in when it comes to making some of these decisions. I would suggest though going with the vision that they have that most matches what the largest portion of their target audience wants.
Agreed! Just let it cheat if needed. Civ IV cheats like crazy on all higher levels... still a great game
No, this was going on before teleportion came up. In fact the teleportion post was itself a response to this (which is why it also include a mention of all the complaints about high power NPCs showing up).
Really?
Eventually I'd like to see Champions so Powerful that only another Champion or Sovereign would have a chance of taking them out even if it Does Un-Balance things. That just sounds cool to me.
You were saying?
I don't think you and I are that far apart on this. I expect powerful champions. I don't expect or want champions "so powerful that only another champion would have a chance of taking them out", which IS what Raven wants. Since you don't want that either, we're just quibbling over numbers and that's not a big deal.
Dear god yes. Can't agree here enough. Stack limits (or army size limits in this terminology) suck! They always have sucked, and they always will suck.
There are defenses for that though (spell defenses on the city, attacking their shards so they can't cast it).
What you said is that you should have a champion that only another champion can take out. If I'm going the millitary route, that means I've got a big army almost by definition... which under your own idea is worthless against that champion. You've created a super unit that only another super unit can fight (again, by your own post). Sorry, but I've seen that in games before, and it doesn't stay fun very long.
Don't worry, some of us are thinking about multiplayer. (But this is a bad idea in single player too.)
Why is that? As I recall the Sauron thing, he wasn't defeated by magic. He was defeated by a guy with a sword.
It's practically set up that way now isn't it? How many times do you think a Powerful Sovereign is going to come up against a Mundane Army that will pose NO Threat to him, especially in early to mid game? Quite often as it happens now even in Beta 3 without tactical battles. What about when a Sovereign comes up against a town and decides to "Volcano" it? That's just as powerful if not more so then a couple Champions and a small army being able to take out a few thousand men, especially when one or more of those Champions can cast magic.
Heroes and Champions and Sovereigns Are over-powered when compared to everything else and that's a Good Thing. Though I would have to say you're taking what I said a "little too far". I want Super Units, yes, but I also want both the Player and AI the chance to use these units effectively.
I don't see how travel time will be an option. Look at how the "Teleportation System was set up in GalCiv 2. You could build "Jump Gates" at each of your planets once you researched them. Once you had them built you could send entire massive fleets from one of your planets to another in 1 turn provided both those planets were in your territory. Did that gimp up GalCiv 2 somehow? I thought and still do think the addition of "Jump Gates" in GalCiv 2 was a great step forward in game-play and added a lot to the strategy and logistics of the game.
Just because I want Strong Champions and Sovereigns doesn't mean I don't want the AI or the player to Not Have an adequate defense for them, which if I can move my Sovereign from one town to another with magical Teleporting within my own Kingdom/Empire, I don't see a problem with one of my enemies suddenly showing up with a massive army or Sovereign only a few turns from one of my cities. As soon as I saw it I could react and send in my units for defense or a counter attack, right?
As far as it comes to Numbers, like Pigeon is saying, I Completely Agree there as well, which is yet another reason why I don't want Arbitrary Limits placed on my unit count. I was also trying to get across the point Pigeon made about a Champion or Sov being able to hold his own against a few hundred or a few thousand units. No matter how the numbers are done, a Champion or a Sovereign SHOULD be able to stand up to a small army by them-selves and win, especially if they'll be taking up a whole slot in my army that I could of rather used for another 50 individual soldiers.
If I follow what you're saying correctly, a Champion wouldn't even be able to stand up to 50 soldiers and live. In a normal fight in the real world there's no way 1 man can take out 50 men (even Bruce Lee couldn't do that). In a Game of Magic though, I want and expect to see massive monsters and magical beings and I Expect to be able to make my Sovereign or one of my Champions completely capable of handling one of these types of encounters on his or her own.
Basically, combine what I said with what Pigeon said and you'll get the full picture of what I was getting at.
@ Pigeonpigeon: Thanks for explaining it better then I could....this is what happens when doctors shove all kinds of meds down your throat and don't think about how "fuzzy" it will make your brain later on. Without the meds though I end up in so much pain I can't even sit in this chair to be able to make posts on the forums, much less be able to play the game.
Oh come on man, you know damn well as good as I do that he got Ultra Lucky with the swing that cut the ring from Sauron's hand. Entire Armies couldn't stop the guy but one lucky swing that cuts off his finger and his whole evil empire comes crashing down? It's called Drama and Fantasy man...it's a book, not a Strategy Game
Raven, have you played with Dominions 3? If yes, what is your opinion about SCs [super combattants] in the game? Basically SCs are super-powered champs. I had no problems with SCs in Doms 3. It was a valid tactic to create & use them. They were capable of destroying whole armies alone, but they were not unbeatable, IE. the game itself was not imbalanced because of the SCs.
Quite true. In fact the accruing of afflictions granted players who didn't have a good opportunity to build supercombatants to "wear them down" through the inflicting of increasing afflictions upon them, gradually hobbling them and rendering them impotent. Then there is the "thug swarm" tactic, pretty much hitting the SC with 5-8 thugged out heros, who combined are about his equal. Then you could also use a large army as a meat shield while your (physically weak) spell casters targeted spells on the enemy army's leadership. Taking down supercombatants could be difficult, but not impossible. You just needed to work at it a bit. In elemental I'd think it would be both easier and more difficult. Easier because there are significantly less differences between the factions (so you don't have an EA Neifelheim with a bunch of supercombatants, vs an EA Ermor, who has a bunch of aging mages and legionaries... although even there they have a lot of balancing moves they can make), but harder since experience is much more of what a SC is, and the only way to get experience right now is combat. In Dominions 3, many units started out as thugs, and after equipping them with a few items they became supercombatants, or they started out as regular units and could be moved up to thug status with only a couple of things. In Elemental you really have to grow your champions through experience in order to turn them into SC, so the ability to quickly adapt your strategy to counter a couple of specific SC's would be significantly less.
That being said, the more magical items and spells with varying effects we get into the game, and the more our champions are defined by traits/items/tactical combat, the easier things will be to balance.
You said you wanted champions so powerful that only other champions would have a chance of taking them out. I quoted it above. I don't see how that can be misinterpreted or "taken too far". It's quite clear.
I find things like that actually take away from the strategy and logistics, since they cut down on the planning required before launching an attack. Did you just open yourself up to attack from somewhere else? No problem, warp back right away. That said they're a useful gameplay mechanic for players who don't really like getting killed because their army can't get back very quickly.
Then you should have said that in the first place, but that's not what you said.
So long as we're stuck dealing with stack limits, if you're going the champion route then your strongest champion should probably be on par with the strongest "unit" of soldiers I can make going the millitary route, given equal skill. Without stack limits you can get a wider variety of numbers, but that's what we're stuck with it seems.
The point is that my army should have the potential to defeat your champion. If that's impossible and I need my own super champion to fight it (which is what you originally said you wanted), then there's a problem since anybody woh didn't go the route of building a super champion is just plain screwed.
Champions should never, in any way, shape, or form, be "super units". They will be powerful units because they can use magic, wear increasingly powerful equipment, and gain stats from leveling up - and that's exactly how they should stay. The *only* consideration is that a late game champion has viable utility in tactical combat *if* he's part of the "stack size" limitation. That utility is not necessarily about how many units he can take out by himself, since some spells function as "force multipliers" (friendly buffs, hostile debuffs).
The only "super unit" the game might possibly have is your Sovereign, balanced out by the fact that if he dies, you lose. Something is going to have to done about teleporting back for 1 measly essence if losing a battle, that's pretty laughable in the end game especially when shards will give you an essence bonus and an improvement will as well.
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