We've had a bunch of invaluable and carefully considered threads with great suggestions for how to improve the game. What I'd like to hear are everyone's crazy ideas.
What's the one thing you've always wanted to see in a game like this, but haven't bothered to mention because you think it's too difficult/too crazy/too time consuming/too imbalanced to ever be used? Now, most likely you'll be right, but let's entertain one another with "what ifs" while waiting for the next beta version.
Personally, I'd like to see a super-rare and expensive spell, only castable once and using essence, which would "tame" any non-sovereign-controlled unit in the game. Then, if that unit is bigger than I am, I want to be able to ride it. I want to ride my bone ogre or dragon into battle, casting fireballs from its back and laughing as my enemies flee before me!
What's your Elemental fantasy?
Since no one else has said it ...
.....
MoM!
Bear mounts.
Naturally.
Apparantly FFH- Rife Doviello have Bear Cavalry ...
the Rife version of Doviello are more animal themed ... and their HorseArcher replacement is 8 str bear cavalry!!!
Thats basically 3 move Iron Champions at Stirrups!!! Might as well hand them the game ... but yea, I haven't actually tested the Doviello in Rife yet, but I would assume they are quite powerful with the new stuff. Especially a strat that focuses on Bear Cavalry.
A Heroic campaign type focussed on story arcs and central semi-scripted quest lines/adventures rather than standard strategy game where the player represents single individuals or small groups of heroes with finite resources rather than massive nations.
A powerful create-a-hero designer and an export/import-a-hero feature to carry over the PC hero's stats and gear from previous campaigns to build a long-lasting career.
A complete, simple, designer for would-be quest designers with easy-to-use triggers for both maps and custom "encounters" not least allowing the player to enter and explore towns and interact with buildings and inhabitants using the ordinary tactical combat screen. On top of this, allowing transitions between areas without necessarily leaving the tactical encounter mode allowing for massive dungeon crawls.
Using these triggers can allow conversations, choices, sub-quests and even an alignment measure, or even to enforce a maximum cap on a campaign to ensure starter heroes are improved to X-level (or even are certain characters with a certain way of levelling), change the way combat calculations work (such as replacing the battle mechanics with a working version of the D20 system) or create special attacks with unique effects purely through triggers.
Stat-boost items, where a single treasure can provide a permanent, non-equipment based increase or reduction to stats and unique skills on use, allowing the customisation of unique and powerful heroes for your adventures, or for quest builders to create their own custom opponents, including custom spells and spell-lists and unique equipment slots (for different types of equipment, than usually available).
So... Yeah, the power to recreate any RPG, from Eye of the Beholder and Baldur's Gate up to Dragon Age, Neverwinter Nights 2 or even Final Fantasy, all under the Elemental system....
Do I aim high enough?
This would really be nice. And make every battle map large enough to potentially fill the entire strategic tile.
Meaning ... that while for smaller battles you could "choose" to start within 1 tile of "range" of your fastest, longest range soldier or spell ... you could also simply start at the edge of the tile (while the opponent might be at the center of the tile/battle map)
this combined with a robust reinforcement system would be excellent indeed.
(with 20 tactical turns being approximately one full turn)
+ the ability to zoom out of the tactical battle once the 20 turns are played (assuming battle is still going) and finish the rest of your turn before hitting the END TURN button.
Quoting Storm, reply 32Quoting larienna, reply 19I will suggest something crazy that will never happen (like the original poster said).A group of online games where Each game has a world of it's own but players can open gates to warp from a dimention to another (another game).That would be totally crazy an complex to manage especially if your empire is spanning across multiple dimensions. I love this idea. Assuming the game worlds all were balanced to each other, I've always thought this would be a great way of expanding on the 'MMO' aspect without the total hassle and clutter of MMOs.It would be so sweet to have the ability to cast a really expensive and powerful spell, perhaps that can only be done upon 'owning' a percentage of your map that opens up a portal to another random (possibly directed (friends, etc) game world for a short period of time allowing for exploration, questing and attack. Through diplomatic and joint construction efforts, perhaps you could build portals that are permanent doorways to each others realm. Both opening up possibility of trade, visitation and gasp danger. If your forces fail to protect the gateway, you might be allowing other players or NPCs access to yet another resource.A game like this would have to store data on a central server and perhaps be 1 turn per day type of setting. Still, would be such a fun secondary campaign to indulge yourself in! Edit:One additional thought on this, inversely those who don't want to have 'visitors' might be able to spend vast amounts of resources and magic on protective wards that prevent them from coming to your game world at all or at least limit them some distance from your domain. Maybe the local foes would try to limit or counter those defenses to help someone enter.
I like these ideas... I think this could be taken even further. Assuming all the game worlds, or maybe a certain section of game worlds, are persistent and synced with each other, players could potentially keep their kingdoms and sovereigns going indefinitely.
Here's how I see it working: like larienna and storm suggested, a player could open a portal to another world, and on that world they could quest, expand, etc. Here's where it gets interesting - what if players' sovereigns could become divine beings/demigods/titans, but they would have to consume some or most of the world's magic to do so? If a player made that choice, then they would have to go to other worlds to harvest their magic if they wanted to gain even more power. In doing so, they could possibly recreate the original Titan War and Cataclysm in the process. The other world could also manage to fight them off. And then the devastated worlds left behind could be rebuilt and rejuvinated by a new batch of players or by players who survived and opted to stay.
In this way, the collection of worlds would become one linked game world like an MMO, and players' sovereigns would be like MMO characters. The different worlds would be back-and-forth battlegrounds, building and rebuilding, potentially indefinitely. I have no idea how feasible it would be balance wise, or how fun it would end up being, but it seems like something that could technically be done.
Seems that the most 'loved' tech trees are Civ and Warfare. Which makes sense, to a degree - but I'd love for the other three to get some loving, too.
Adventure - let us add to our produceable (new word!) units by recruiting new minions (IE, recruit a pack of wolves, and be able to produce/upgrade wolves as a base unit); let us interact on a deeper level with NPCs (put out bounties on bandits, or on enemies, or on supplies. Get mercenaries)
Magic - Customize each spell, or enhance spells overall. Maybe let one book or another get some bonus, like fire magic doing extra damage over time, or restoration magic also buffing the recipient. Also, it'd be nice if special powers were 'tied' to this tree, letting us research how to, say, let our knights attack with a flaming sword strike, or teach units how to make a force shield.
Diplomacy - Interactions on a deeper level with the whole world. To me, diplomacy means more than just talking - diplomacy is politics, spies, etc. So on that vein, diplomacy techs would include espionage, as well as dealings with the people in our cities.
But mostly, what I would absolutely kill to see...
Is cities having more interactions than just producing and manipulating resources. Give us cities teeming with nobles, both self-serving and faction-serving, guilds that act on their own (wouldn't it be nice to start a war with someone, and find that their cities are crippled from the inside out by guilds allied with your own?), greedy merchants, etc. Let each city be UNIQUE and something special, rather than something normal and...well, bland.
Hi! Have been reading a lot of great ideas on this post. I especially like the possibility to visit the underground and other dimensions
Well, here are my two cents on things that could make this game better:
1. Tactical Battles
So far are Tactical Battles pretty boring. There does not seem to be any bonus or penalty to terrain (like higher ground, fortification bonuses ie.). Moreover the graphics are incredibly boooring.
2. Dynasties
There should be the possibility for remarriage and perhaps even divorce. This could add a great deal to diplomacy.
3. Cities
The cities are messy. It's almost impossible to get a grip on what buildings you have built in a given city. Something like a list of buildings in the city infocard should be implemented. Moreover the ability to erase buildings from the infocard. There should also be more space between buildings. The current look is too crowded.
Another point would also be to implement a system where cities that have reached level 5 (Metropolis I think) should get the ability to continue to expand. An example would be to give a certain number of construction slots for every few hundred inhabitants over the minimum population.
4. Quests
Quests are boring. Also, it seems that our heroes do not gain experience from quests. Why is that?
5. Forts
Fortifying the countryside should be an option. Perhaps a unit with an engineering pack could build forts?
6. Independent Settlements
Unlike Minor Factions, these settlements could generate quests, but have no diplomatic options. Moreover they could also have a function in trading (with caravans), cheap expansion for your settlements, and they might be a viable way for minor factions to expand...
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