Okay, so, the last time I listed some thoughts it was appreciated, so here goes for the new version. Was intending to play a bit more but off to Scotland tomorrow so its either now or in a week and a half. As in the last thread its a mix of general honest thoughts, big and small, with some suggestions thrown in.
1) Sovereign equipment at the start. I would never buy any – the pointage can be far better spent on other things. I can get my sov equipped basically pretty quickly at the start, even if it means I have to avoid fights for a bit at first. It makes the choice of starting with a equipment not a choice at all, there are far more long term things to buy that will serve me far better. A separate point count for equipment would be nice, perhaps with an extra trait option to be able to boost what you can start with. This would let me start with equipment, whereas now I simply don't.
2) Building cap. In my notes for this I wrote “why show building cap cost if there is no building cap” followed by “building cap confusing” - as I hit the building cap. I couldn't find the building cap. By building cap I am referring to tiles. I found myself looking for things to destroy in my capital in order to be able to build things – this hidden cap was far more annoying than the old old X tiles available per city level. Basically not sure what's going on here, or if its even done, so finding it hard to comment. However, it does relate to...
Out of town upgrades. 3 points here -
4) The difference between in town and out of town upgrades. I saw there was a tile cost for building the upgrade from the town, but decided to pay it so it counted as inside the walls. Was also unsure as to whether bonuses from other buildings would affect it if it was out of town. Again too many question marks here to be able to properly comment, however if out of town upgrades do function identically to in town ones, a removal of tile cap cost would make sense, so we can keep our pretty town walls intact without nerfing our settlements.
5) Cant delete out of town upgrades. My town reached one, I wanted to get the wall around it, instead of running through it. Luckily, bandits attacked at that very moment and destroyed it. Me and my wall were very happy at this development, but it did make me realise that...
6) No feedback when out of town upgrades get destroyed. I found a few others bandits ganked too, so was not a one off.
7) I miss watchtowers. It would be great to have them back as standalone structures out in the wild. I have lots of blind spots in my territory currently, and I tried to place scouts there, but it got annoying having my auto turn being messed with by them. Which leads me onto...
8) No guard/sentry setting for units. GalCiv2 has this, I used it quite a lot. I would line my fleets up along my borders to watch them, and they wouldn't mess with my turn changing. I miss it. Also those fleets looked imposing.
9) A party is not 3. This one actually annoyed me – which is an odd overreaction to such a tiny change. It just feels wrong. A party is 4 to 6, 3 is a trio. Perhaps I have been playing MMOs for too long, but it just feels like someone pointed at my dog and shouted “CAT!”. On a saner note, I usually like having lots of men with me, not sure why the sizes have been reduced. If I have thousands of people under my banner, I want more than a handful of soldiers.
10) Training/building panel when switching cities. I want it to stay open if I click on a different city. Lots of the time I switch out to cloth map and go city to city, managing each at the same time, or recruiting the same unit in each. Having to reopen the panels each time is just an irritation.
11) Not enough expenses. This is quite a big one really – Each game its a bit slow at the start, waiting for resources. Then BOOM, I have every resource coming out of every orifice. By the time I have one large city and 2 small-medium ones, I have 30000 gold, a bunch of adventurers in steel plate and a bunch of guards with all of them. Gold is the main one, I could spend the rest on even more men, but if I did I would still have 20000 gold or so remaining and nothing to do with it. I believe the city upgrades to be a big part of this – a few gold producing buildings in each and a few +% gildar income upgrades and it just gets a bit mad. I would much prefer to have too few resources than too many – else it gets boring.
To start I looked at unit wages – they seemed to be a flat 0.2/turn. If I give a guy a club, then give a guy a full set of light plate, and some amulets, and some rings, and a big sword, and a horse, and a bunch of packs – and then pay them the same – the guy overloaded with stuff is going to get really annoyed at being paid the same as the measly peasant with the club and either stab me or piss off into the distance on his new horse. The point? The more powerful the troops, the more they should be paid for their service.
Additionally to be considered is the possibility of having other resources cost to gather. Why am I not paying my workforce?
I don't much want to do many GalCiv2 comparisons, as this is meant to be a completely different beast, but there my ships cost, my settlements cost, my research cost, and it was interesting to balance it all. I do get the impression Elem is trying to be a bit more accessible than this, but I do think its something that needs to be looked at. Every game so far I could win just by drowning my enemies in money.
12) Where are all the adventurers? I have adventurer techs researched, I have scouts all over. I am seeing nobody. Nobody to recruit anywhere. Is this right? If it is, what exactly are adventuring techs for, other than the quests/master quest/unlocking goodie sites?
13) I want to change my cities exit point. Minor annoyance, units seem to be able to move through cities for free, but somehow my units always come out in the exact wrong direction to where I want them to be.
14) Where do rumours come from? I keep being told about monsters escaping and other adventurer-y events. But who is telling me this? How did I find this out? It feels a bit too convenient – I haven't had to research Rumour Mill, or Innkeeper Relations, or even The Next Round Is On Me to be able to find this information, it just sort of arrives. My point? If there's interesting stuff going on, why don't I have to work for it? If I have to research to be able to loot a long dead drake for a crappy short sword, why not flesh out adventurer techs with some info-gathering?
15) I want to sell things directly from inventory. I seem to be able to drag these items already, if I could drag them onto a little shop icon it would save me from having to go back to the shop I just came from to sell old stuff again. Or just redo the entire shop/inventory interface. Its a bit bad.
16) Monsters don't have parties? I may have simply missed them, but the wildlife seem to be lacking grouped units. Makes them a bit easy to beat once you have some trios on the field
17) Arrows move too slowly. My only tactical battle thought, fairly self explanatory. I don't have much to say on tactical battles because they honestly feel a little barren, and the way to make them better would simply be to add more stuff. And that can go in any direction.
18) Unit cards don't tell me if this person is a family member. When I have family members and hired folk in my city, I have to go to the dynasty page to see if they are blood or simply hired. A little icon on them to show if they are a child or a spouse would be handy.
19) I can buy a ton of medical packs. My daughter had like 200 health at level 1. It was amusing. Likely needs looking at – but while on the topic of what can be worn, I am unsure as to the limits of jewelry and packs. I seem to be able to just put a ton on and go with it – some interface feedback on this would be appreciated.
20) Combat speed on unit design page needs to show decimal. Its annoying having to mouse over it to see the info I want. Hopefully a very easy modification.
Okay, that's the end of my notes. I hope some of these thoughts are useful. In closing I would like to add my hope that Elemental goes its own way. I notice a lot of things that remind me instantly of GalCiv2 and NormalCiv. While not necessarily bad, a few things and messages and such are starting to feel “I read/did this years ago in a previous game”. I am being vague, as it's just a general feeling right now. Just please don't be afraid to fix what isn't broken – I think when attempting to progress the genre with a totally new series you need to keep things moving onwards.
This turned out quite long, didn't it? Thank you for reading.
Why cant' we have the same UI as the Design unit screen?
So we can select weapon, armor (by body area), items from separate tabs?
The list gets far too long in the late game. Way too many items.
Also, it was very convenient to be able to buy "full set of leather" or "full set of chain", having to do it piecemeal is frustrating; it takes like 8 clicks to buy a set of leather armor for a single champion, and then another 5 to equip them! Very poor UI.
20. The biggest problems with tactical combat are:
a. Damage is too high relative to health. This makes ranged units too powerful, and "alpha strikes" way too strong.
b. Squads are too powerful relative to individuals. A squad of three 5/2 guys should function like three 5/2 guys, not a single 15/6 guy. They should lose squad members (degrading power) when they take damage (though these can heal back to full health), and if its an army made up of strength 5 guys, then they should do poorly vs strength 8 armor. 3 5/2 guys against an 8 defense unit should be three attacks vs strength 8 armor, not a single strength 15 attack vs strength 8 armor.
Fixing this will also partly fix a., and will make defense relatively more valuable - and will make combat champions relatively more valuable.
21. The lore is fine, but it needs to matter more. Far more faction differentiation, for example, and Sovreign differentiation, so that a Fire mage feels different from a Death mage or a trader.
23. An idea with shards: let the player select (or change) what type of shard they're using.
Again, a good way to support differentiation. So there are various "magic shards" around. When they player build a shrine, they dedicate that shard to a particular magic type.
So, if I'm playing a fire mage, I can choose to dedicate my shards to fire, and get lots of really good boosts from my fire spells. Otherwise, my fire mage comes across an earth shard, and it doesn't really help much.
Let the player choose what kind of magic to pursue, not be limited by whatever shard types they happen to have near them. Try and reward magical specialization. This will also help reduce spell clutter.
Summoning tying up essence sounds great. Though essence does so many things as is.. summon limit tied to/affected by Wis or Int? Shards giving 'free' summons sounds great too.
Bows really should be limited by line of sight and/or range. When I first met archer bandits, I tried hiding behind a hill. Then running further away. Because it seemed sensible. Magical arrows are one thing, but normal arrows seeking targets at any range isn't fun. Terrain matters that much less, too.
I love your ideas, but I'm gonna have to disagree with you here. It removes a lot of the surprise and strategy from the game. If, on the other hand, you had to battle your way across the land to get to that fire shard in order to get the ultimate fire spell, then that would be epic; if you could just walk right up to the neighborhood water shard and convert it to a fire shard, that would be far too easy for the immense value that [I hope] the shards will become.
Well, we'll have to agree to disagree.
I would hate being screwed by the randomness of the mapscript because I am playing a Fire mage and the only Fire shard is on the other side of the world from my start position, whereas other powers get good spells because their magic types happen to be closer to them.
This kind of "surprise" isn't fun.
Sovereign starting equipment: I don't like having to use design points to buy something that would only cost me gold later.Sovereigns should be able to buy for a small starting gold/points pool, maybe from part of the starting gold of your faction or a separate pool, with this gold being useable eitheir for normal weapons and armors (for the warrior type) or for some other items (scouting package for your adventurer sovereign, some starting bonus ressources for the empire builder, maybe a small starting magic item/spell for the spellcaster and so on)Note that some talents and traits (starting units or ressources) could be replaced/incorporated in this system : do you buy with this pool a sovereign with a great equipment, a few starting units, or some starting ressources ?Such advantages are good to have, but as they are only a temporary advantage they should not be bought with the same points you buy you sovereign abilities, abilities that should still be useful late in the game while starting items/ressources/units are only good for the early game to get a better start.About tactical combat, I don't understand why we don't use the existing movement score of the unit. I don't like that the number of attacks and the number of move are linked.A cavalry unit should be able to move farther in tactical combat (and maybe have a charge bonus when attacking or something like that), and not get more attacks if it doesn't move. This give incentive to stand in place waiting for the ennemy to move closer to you so you get first strike and several attacks, where separate move and attack actions would instead make players more likely to attack.Of course some units could get some bonus when stanging ground (pikemen cancelling the charge bonus of cavalry when attacked for exemple).
I like this a lot. Have a small "starting equipment" gold pool, which must be spent (or lost) in Sovereign design, but stays separate from the rest of the point-buy system.
I also agree that movement speed (tiles can move per turn) and number of times you can swing your sword should be separate stats.
And there is an obvious way to do this!
Just use the strategic map movement statistic to govern tactical map movement speed, while leaving combat speed for the number of times you can fight per round.
Well I thought that too, but then I went back to MoM, where movement is a lot of 1 tile, and it works pretty well. I think this has a lot more to do with the power of archery and the imbalance between attack and defence. Also, in MoM, units lose men, and that also helps I think.
That sums it up very well!
I have a few thoughts of my own, but for the life of me I can't figure out how to make my own thread, or where. I see only stickied dev posts when I browse the forums. Anyway, my list of things:
1. Is there a keyboard way to move? The four arrow keys don't cut it, as there are six directions, aren't there? Numpad keyboard would be ideal, but it doesn't do anything. I find moving my sovereign downright tedious.
2. Does city layout matter now? I think I've seen one way in which it does: I had to build toward an ancient library in order to build on it. I think. Is there any other way in which it matters?
3. Is there a way to mouseover city buildings to see a reminder of what they do, and what they're producing?
4. My sovereign accidentally got stuck because she became surrounded by rival territory. The only way out was to teleport out. I guess that was OK, but it was still pretty frustrating until I realized I had that spell. And if I were out of mana, I don't know what I'd have done.
5. I just got an out of memory crash; I guess I'll dig around to post the info requested by the devs about this.
6. I got a book that increased my sovereign's basic "defense" stat, but I don't see any such stat on her character sheet. Am I missing something? It's not very satisfying to get such a message and not to be able to see what kind of difference it makes.
7. As others have said, FedEx quests aren't very interesting. I hope the devs aren't relying heavily on modders to fix this. Perhaps the "book" we haven't seen will contain more interesting content?
8. In general, Beta 4 doesn't seem light-years more fun than Beta 3 to me. My sovereign moves at a snail's pace, and I don't have all that much to do, at least in the early turns. I know Civ starts like that too, but in Civ exploration is more interesting. Likewise, in GalCiv there's the early colonization rush, then exploration, then planet development, etc. Here, I occasionally build a building or create a unit, and my sovereign limps around doing dull quests. Should I be spamming new cities? Raising armies and chasing down spiders? I suppose I haven't gotten far enough into Elemental to really enjoy it -- in part because of crashes. But still, the game should hook me fast, and right now it doesn't.
I agree with this but another issue is that it is way overpriced. I don't remember exactly what they are but I remember something pretty basic being 10 points. There is no way a dagger or sword should cost more than a book of magic or an ability. Even if the prices were reduced greatly I probably wouldn't buy any though. The posters idea of a separate point system is a good one. If that is to much work for release than I suggest giving free equipment based on your stats and abilities or let us choose one set of equipment from a few packages. I personally feel that no sovereign should start without some basic eq. Just doesn't feel right. With the current system it will be common.
Re Grotius' list.
First, if you're in a specific forum (not just on the forums.elementalgame.com frontpage) then there is a Create Post button at the top of the forum list, just above the "Last Reply Info" column header.
2. You don't have to build towards a structure to get it; things like ancient libraries can have their improvement built on them just by clicking on the tile and then the build button; you don't need the city to touch it in order to build.
However, building out to it will eventually (not in current build) mean that it gets incorporated within the city, and so can't be destroyed separately by a unit moving into it.
Otherwise, as far as I can tell placement makes very little difference, the only differences being:
i) Your units can instantly move across the entire city, so a city spread in the right directions could reduce movement costs.
ii) In case there are lots of hills or water around or other cities nearby, placement could matter if space is at a premium.
4. Waited until your mana refreshed, I guess....
6. I'm not sure if this actually increases the dexterity stat, or directly affects defense. Dexterity does nothing except impact defense.
7. i'm guessing that there will be a ton more quests, but I suspect that many will still be glorified fedex.
8. I also find that Beta4 is not much fun, though it is much improved (many more techs, better stability, more monsters). But, its beta. Hopefully final version will be vastly improved.
They are too powerful at the moment. A hard cap of 1 attack isn't the best solution in my opinion. There should be options to get someone who could attack 2 or 3 times in a turn but this would be some elite unit or high level hero. I think just making the combat speed penalty high would be a good way to go. Also a damage nerf might be in order. Another thing that would help (and would make combat more interesting) is to give shields a higher bonus against missile weapons. It would make the compromise between two handed weapons and 1 handed and shield more important. Another thing to consider is range, it should be harder to hit guys that are far away. The game should reflect this somehow if it doesn't right now. Since we start so close it's hard for me to tell (still wish you would change this).
I think attack reductions for ranged weapons (and changing how squads stack) are the right fixes for ranged weapons.
Which would then allow the units to be starting further apart.
I don't think giving a combat speed penalty is the right thing; we should want to encourage ranged units to use light armor, and so be able to get multiple shots. If you give them a big combat speed penalty, then you're not going to get decent speed anyway, so there's no reason not to load them up with heavy armor.
There already was a thread about tatical combat, but here again my thoughts on ranged weapons: just look at the real world:
General
- far away targets have to be much harder to hit- you should have some kind of physics, so that you can't directly aim on a target that's behind some other unit/building- with bows you may aim indirectly (the arrow has a flight path where it's first high and then while loosing speed goes down)
Bows
- combat speed for bows 1/2 of melee weapons- doesn't help much against armored units
Crossbows
- work against armored units- combat speed 1/4 of melee weapons
I love Master of Magic for many reasons. The spell research, the variety of races, exploring and settling new territory, etc.
I do not love Master of Magic for its combat. It was simplistic and did its job but the stronger army would always win. The only reason to not autoresolve every battle was because the AI would do a poor job of protecting weakened units and would suffer needless casualties.
In deference to Frogboy and Stardock the few strong points of MoM combat worth emulating are:
The many poor points; no terrain, little unit role differantion, no facing or flank attacks, no cover from range, no manuvering and positioning, few special attacks, army composition was nearly irrelavant, all boil down to in Master of Magic Player Decisions in Combat were not decisive!
The current system has some potential to also recreate this negative point in its quest to capture the positive essense of MoM.
Points that I have seen suggested by others to alleviate this problem.
Why this list? What do all of these suggestions have in common? They give players decisions! With these changes it will be choices that will win a battle! Choices about how to design your army, how to manuver and position your troops, how to use battlefield variables like terrain, and knowledge about the enemy itself that will help win a battle. Not only the raw power of their army.
None of these things require drasitc changes in the basic design of the game thus far.
Tactical battle maps are allready large enough to have units start farther away. There are allready a host of ways to customize strategic map tiles; can't tactical map tiles get some love too? We allready have damage types and armor types, just expand on that to include magic damage types and magic defense types. A host of special abilities are being planned, consider weakness and tradeoff as well. Range of different attacks is not in; this important aspect would make spell design much easier and more interesting, would make weapon design more interesting, and quite frankly adding a range stat to spells and weapons is worth the effort!
Frogboy, the only reason I can think of why increasing the amount of choices on the battlefield could be aproblem to you is becuase the A.I. may do poorly with them. While we all want a robust AI which makes good decisions and is challenging and you may not feel you can get the A.I. to perform as well as you would like with these other factors to consider; I would argue that is a weak reason to keep them out. It is having decisions like this that will make combat fun. Decisons like this would a huge boon to multiplayer. Also there are many simple ways to compensate the AI on the startegic side to balance out against the player and keep the game challenging (unit maintence, AI versus AI diplomacy, spell and knowledge research boneses etc).
Isn't it at the heart of nearly every great fantasy story a moment wear weak overcomes strong? Where a few brave and exceptional heros pushed back the overwhelming horde? Adding these elements to battles allows that. Without them the battles are decided on the strategic map and are based only on who can make their horde better and larger and sooner.
One Last point:
Movement and number of attacks must be seperated. The fact they were ever linked is rather surprising. This linkage creates the obvious problem that you can never have a fast melee poor unit or a slow melee powerful unit. It also means that Combat speed is the most decisive combat stat and overshadows all others. It also makes it harder to balance heros and armies. It also makes it harder to implement terrain affecting movement (since it would also gimp combat attacks), or spells that affect only movement or combat speed. It severly limits unit design. I see no advantage for this linkage.
Agree strongly with the core point, which is that the more player decisions there are, the harder it is to get the AI to perform well, and so the larger and larger the AI army must be in order to remain competitive. This does suggest that we keep tactical combat relatively simple.
However, in its current state, the tactical AI performs drastically worse than the human player, and is very easily exploited, though much of this is to do with mechanics (offense vs defense) rather than AI weakness.
I think though that there are some changes that could be made that would make tactical combat more interesting without necessarily making it much harder for the AI.
Positioning should matter at least a little, and it should take ~3 turns worth of attacks for similar tech units to kill each other - so, 6 attacks if they're getting 2 attacks per turn each. This way, if you have 3 units and I advance 3 units into the tiles in front of yours (ending my turn), your units can at most wipe out one of my units entirely, and will suffer some counterattacks in return.
Just as an update on this and some of the suggestions in the list, it's already confirmed both that tactical combat will have terrain effects, and that posessing shards will boost the effects of your spells. Two great pieces of news. Suggests we should keep posting...
A Legolas-character should be created with skills, not with usual stats and gameplay. Add a skill that let an archer draw two arrows but the second attack will suffer a penalty.
An archer in close combat shouldn't be able to use his bow. Add a skill that let a unit do this.
In real life bows are really powerfull at close range. Each square of distance between target and the shooter should apply a malus. Add a skill that negate or lessens that malus.
In real life bows can be really inaccurate in battle situation. So the variance in damage from a bow should be wider and dranw to the bottom. With an attacks of 20 an archer should do between 5 and 10 and sometimes more up to 20 (at the moment if you have 20 in attack you have 1/20 chance to get a 20)
In real life, skilled archers can draw up to 4 arrows before the first one hits the floor (if you aim at 45°) : add choice to archers : straight shot (and then you could hit friends) that won't get far but is very fast, or curve shots that can get far, will hit the next turn and you can draw several arrows.
Add skil that let unit do this better.
On casting spells : only one spell will have the following effect : only best Area of Effect spells cast. Add skill ike "summoner" that let a caster cast a summoning spell for free once per battle (add skill II, skill III, etc.. that let cast them for free twice, three times, etc.)
Same thing with "War caster", "Illusion caster", etc.
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