I've kept a close eye on this thread here: Epic Battles and it's become Very Obvious that a whole lot of people were expecting to be able to have the types of large Grand Scale battles that are in the picture on the side of the box. The picture many of us drooled over when we first saw it. The same picture that was my desktop picture for 6 months. This picture (which I'm pretty sure Stardock is sick of seeing by now lol).
I would like to put forth a Official Request from the Player Base of Elemental to Make The Game Look Like This, with these kinds of Epic Numbers. It doesn't have to be in Real Time. It doesn't have to be in We-Go. What it does have to do is have Epic Numbers...Without Us Modding Them In.
You've got the tools and talent to make this happen. Us modders can't do it easily because it causes issues with units appearing in groups, but you guys at Stardock have the animation tools to fix that.
When people see Elemental in the store and pick it up and think about buying it, they no doubt took notice of this picture. In fact I'm Sure there are some people out there who had no clue what Elemental was until they saw it in the store and saw this picture and decided to buy it. After getting it home and playing it and realizing these numbers couldn't easily happen, more then a few people were let down. This post is to represent All those people and all of us who have been here from the start two years ago who wanted and expected a game of Epic Scale and Proportions.
I figure if enough people all get together and request/demand that Stardock live up to this picture then maybe they'll re-balance the numbers to make this possible. Food, Gildar, Housing, and a few other resources will need to be adjusted. The animations will need to be adjusted. But with a whole team of super smart programmers and animators it really shouldn't be a big deal to get done especially since these kinds of numbers were possible at least at one point with an internal build of the game.
If you bought Elemental and you'd like to see these kinds of numbers in battle. Please sign/reply to this thread and say so. If the community really wants this, which I'm sure most of them do, please say so now as now is the right time to do it while other mechanics get revamped. I'm sure all those people who bought Elemental based on this picture would greatly support this change, as would I.
Thank You and thank Stardock for making such an awesome and epic game that we can all enjoy for many years to come.
To those who weren't here through-out the beta process, there was a time when things were planned this way, which is where the above screen shot came from. This was from the continuous turn system that was set up but got cut. We don't NEED Continuous Turns to Achieve these kinds of Epic Numbers. It CAN be done within a Turn Based Environment with some creative animation techniques to make the units look like they're fighting between turns. I'd really, Really, like to see Stardock live up to this, and so I think those of us who want this should make this Official Request so that Stardock can truly see how many of us want this. The Beta Testers never even got to see this system in action. We were told it was changed from continuous turns to better fit the "feel" they wanted, but that doesn't explain why the unit counts had to be cut down so drastically. 12 guys in a unit does Not Feel Epic in my book.
If you Don't Want to sign the request, but would rather debate it, then please reply in the other thread going about Epic Battles here: Epic Battles
If you DO want to see them live up to these numbers. Please Say So here. No one will get mad at you for voicing your opinion or asking that they live up to this picture that so many people bought Elemental based on. Again, if you Don't want to see this, please keep your replies in the other thread. Thank you.
~ Raven X and the Elemental Community
This post is a reply from page 10, but I thought it should be added to the original, because here is the proof some people might want to see who weren't here for the whole beta process, who didn't hear the devs go on and on about the Inspiration for the Game. This is what was in the hearts and minds of All Of Us when we were all getting excited about Elemental:
Here is the proof, Frogboy had Total War and Lord of The Rings Epic Scale Battles IN MIND when dreaming up what Elemental would be:
Post By FROGBOY: Elemental: scale of power , https://forums.elementalgame.com/343449
Here's a Quote from Frogboy from that post:
"If you like the Total War series, you can imagine some of what we have in mind except here you can get that Lord of the Rings battle feeling where certain units just make mince meat out of whole squads of enemy units."
There are others back in old Dev Journals too. Now, NO ONE can deny that Frogboy had Total War Type, Epic Scaled Battles, IN MIND when PLANNING Elemental: War Of Magic. For all you new people who wanted to see quotes, there it is. I can dig up more old quotes too. So, if Frogboy is Now Saying that ONLY MoM was his inspiration, well, something is fishy in Denmark...
Here's another one where Frogboy Specifically says "huge army" and "vast armies" in the same paragraph!!!
Post By FROGBOY: Design elements of Elemental discussed , https://forums.elementalgame.com/329219
Here's a List of Quotes from Frogboy from that post, some of which are mechanics that either changed, or were simply left out completely from the game we have now, like where he talks about having Walls in cities be a Big Part of tactical battles:
Quote:I understand if some stuff is being kept internal, but here are the things I'm wondering about: 1. Are there non-military victory conditions? 2. Does the game include a campaign? If so do you think the story of the campaign will attract gamers? 3. How are you addressing the steamroller issue of TBS games (ie: spending the first half of the game building a massive army and the last half rolling it over all opponents as a repeatable strategy to every game)?1. Yes. Most of the victory conditions are non-military. Some of the previews may cover this so I won't say anything until after the previews hit. 2. Yes. I think the story is compelling but I'm highly biased. 3. The mechanics in Elemental are a bit different than the typical 4X game because even in terms of warfare, there are very different paths. For instance, Player A may have a huge army ready to steamroll but Player B may have an incredibly powerful sovereign who can wipe out vast armies and Player C may have built up an incredible well of mana that can be used to decimate vast swaths of the world and all three of these things could come together at once based on which path players take and of course all 3 could lose to Player D who wins through the quest victory condition if they're not careful.Quote:Can we build walls? Us turtelers need to know. Yes. One of the key game mechanics of Elemental is how cities are built. In Elemental, when a city grows, it gains a new tile which can be placed where the player wants it to go (as long as it's adjacent to an existing tile). So cities are a multi-tile affair in the game. Now, how you choose to build up your city heavily determines how defensible or productive, or rich it is. Cities are only conquered when the keep tile is taken which could be in the utter center of the city or could be at the end of a peninsula.Quote:What are the objectives for the creation part? how many aspects will be able to be manipulated? will it be part of the game or you have to work on that on a separated editor (one of the many things I loved from MoM was the ability to forge items that were mine, created by me as part of my campaign and war effort). There will be pre-made maps and randomly generated maps in which players can insert a large number of variables in deciding what kind of world they want. Quote:I guess it will have random maps, what is the target for sizes? From tiny to ridiculously large. We are also making a 64-bit native edition to support even larger worlds. Quote:What type of feedback are you looking for the beta process? Everything. The beta process starts about 9 months before release so that beta testers can seriously mold the game. On a personal note, for me the beta process is the whole point of making the game as that's what helped get me into game development in the first place. I was one of those Usenet guys on comp.sys.ibm.pc.games.strategic hanging out talking about games and picked up Teach yourself C in 21 days to start writing (this is obviously a long time ago now). So hanging out with other gamers to tweak and add to the game is the best part. Quote:Any extra payment for the MMO part? what is the general idea of this? No. It's not really an MMO part as much as Impulse hosting the game on the cloud to make it much easier for people to interact with their "world" with their friends. Quote:Brad - will there be any way to quick-resolve combat? Playing out tactical combat is fun when the sides are at all matched, but it's just a drag on my patience when you're going to steamroll the other side or whatever. And sometimes you just want to get combat over with because you're focusing on the bigger picture or a "technology win" or something.
Totally. There's instant-resolve (i.e. two armies meet, one dies), there's auto-resolve where the game zooms in and shows a tactical battle but it's all handled by the AI (ala GalCiv II fleet battles) and then there's full tactical battles where both sides play. One thing I should mention about the tactical battles that isn't clear in the screenshots is that they're continuous turns. They're not like HOMM. The player tells where they want their units and uses the space bar to pause the action to give new directions. That way, we can get much more interesting battles.Quote:What's your combat system going to be built around? Master of Magic-style tactical combat, or Civilization-style randomized abstraction? Or will both be options?It's tactical but it can be made to play like Civ if you have instant-resolve enabled. I will likely play with auto-resolve as I'm not a huge fan of playing out tactical battles but I enjoy seeing the carnage. If anyone has ever seen Fellowship of the Ring where Sauron is whacking out tons of elves and men around, that's the look we're going for. Though, in Elemental, the creatures are much more powerful than a lone Maiar up against a bunch of punks. Dragons in Elemental are incredibly powerful and each of the channelers are equivalent (by late game) to Valar. Enough Tolkien geedkom. Quote:The few available screenshots look great. Hopefully we'll get a look at the spells soon. The spells are going to be intentionally de-balancing in late game. I.e. by late game, you'll be able to do Populous level damage to the world. A lot of the reason we had to create a new engine was because we needed one where the world could be truly wrecked.Quote:By doing that, you can then open the way to have extremely large maps in which players are viable for a long period of time with different paths to victory.
If anyone wants to play catch-up and read the rest of the Dev Journals that talk about the inspiration behind the game, behind the Original Vision, you can find them here:
https://forums.elementalgame.com/forum/513/page/7
Notice how many times Frogboy uses LotR as a direct example of both scale and feeling for the envisioned world of Elemental. He uses it in reference to the Scale Of Battles. He uses it in reference to the Power of Sovereigns. He uses for a lot of things because it is what is commonly known to a lot of fantasy lovers.
That's the very last page in the Dev Journal History. Hopefully some of this information, quoted Straight From The Source, will clear things up for those who may be questioning what the original vision was and what the vision is now. How many things here simply aren't even a part of the game now? A lot that I can see, but, this thread isn't about any of those. This Thread is about the game living up to it's EPIC INTENTIONS. This is about Follow Through. This is about a Vast Part of the Elemental Community wanting the vision to be maintained and lived up to because we want Elemental to be Successful. We want Elemental to be the VERY BEST Fantasy Strategy War Game on the market and some of us will not rest until either that happens, or we're cold, dead, and buried.
In closing, here's a mock-up screen shot I did just now. This took about 5 minutes in PhotoshopCS4. Please don't get crazy over the details. This picture isn't meant to be super detailed, it's just meant to show how the game should feel. The feeling of truly epic armies clashing for control of a ruined world. I only did one army, not two, but I could do a mock-up of two massive armies fighting if I wanted to, but I think the point is served none the less. I didn't spend a lot of time cleaning it up or smoothing over where I patched in clear land that was covered by rocks or cactuses that I just copy and paster terrain over. It's just meant to show the feeling of what it would be like to command a Real Army that's the size of what a Powerful Sovereign of a mighty civilization truly deserves.
From now on I'll only be replying to civil posts in a civil manner. I'm not going to defend my wording of the post any longer as I've stated what I meant more than enough times. I'm sorry if anyone took offense to my wording, but if you're one of the people who did, then this thread wasn't for you anyway, as it was only meant to Count The Numbers of those of us who want the game to live up to it's original vision and potential as much as possible.
I urge those who still want to see this to Please Keep Posting and let your voices be heard. Keep the memory of what the game was supposed to be alive in your mind and hearts and keep the ideas alive in the minds and hearts of Frogboy and the Team who have poured their blood, sweat, and tears into this game right along side of us who have been here with them. We've all invested a lot of time and energy and expectations into this game, and this game is a work of art. Lets strive to make it live up to it's potential and keep your voices being heard. Thank you one and all.
I would not want to be that ogre. Ballsy though.
I would like to see box art that represents actual tactical combat looking epic. Seriously, I'm not an artist but can someone in these forums come up with something?
You know all they might do is change future box art. Alot simpler.
That might be simpler, but what about those of us who bought the game because of the battle scene represented in this box design? It's not fair to consumers, and it should've been made explicitly clear if it was Stardock's intention to not implement this scale of battle. As it is, I feel very misled and don't know if I can trust Stardock to do the right thing. I initially withdrew my refund request because of Stardock's promise to make everything better, but if they have no intention of selling me the game on the box, then they may as well have just stolen my $50. If they were just to confirm that they plan on implementing this in a future update, I'd calm down, but the dev. silence on this matter is making me worry. I mean, we're in a recession here, and $50 goes a long way. I feel cheated right now.
@Raven ... That picture you had with extra units, are you able to control the space between soldiers, staggered ranks, and how many rows vs collumns??
I feel if you made the unit formations slightly more square-like, and the soldiers slightly more spread out (at least cavalry), it would look good.
Let me know if that sort of thing is even possible. Otherwise, awesome conception shot.
@wayninja Hey did hang around the neverwinter nights 1 and 2 forums? I seem to remember you from there.
on topic:
I'm all for epicness sure, but for me I have some things I'd rather seen tweaked or fixed for now. I thinking adding a system like that, while there is still balancing and bugs in place will make things harder for everyone.
It should be made, at the very least, optional. That they could put the image on the box after touting epic battles and not have them in the game is unthinkable. If that's the case, and Stardock have no plans of implementing battles of this scale, I think I deserve a FULL refund. Not partial. I entered an agreement with Stardock when purchasing this game, and if they are unable to live up to what was advertised, that's a serious problem. I wish we could get an official stance on this so I know if to put in a refund request or not. A thread of this length should not be ignored. This is obviously a big issue for many, and Stardock should respond.
Reading back the old posts from Frogboy does make me sad - we were all swept up in his vision, which was what we all wanted, and the execution has been nowhere close
You mean this picture?
That's just a photoshop I whipped up, it took me about 5 minutes. All I did was cut out the units and re-paste them in, in layers so I could line them up and make sure they were done in layers so it looked like it would in game. We can get those counts with the XML now with the some editing, but as you point out, we can't exactly control the spacing yet. My XML skills are still rather basic and I haven't gotten in touch with Dhuran lately to actually work on this aspect. He's busy moving and I've been working on the ton of other content that still has to be made for the Dragonlance Mod while we wait on Stardock to get us the tools/plugins to get our models into game and animated. So, we haven't came to the part yet where we'll need to worry about spacing the units out once we get them in game. I don't know if maybe there's some XML command I'm not aware of yet that we can use to space them out properly or if that's something we'll need access to the Python API's to do. Hopefully the former rather than the later so that's one less thing we don't have to wait on SD for. Of course they're busy hammering out all the bugs and everything still so it's understandable if they take a little while getting us the rest of the tools but I hope they're still giving that some priority.
I'm glad you liked the mock-up though. It was just to give a general idea of how it would look and feel with larger unit counts. I could see that many soldiers there being broken up into 8 units. 2 Units of mounted Wolf-Knights, each unit totalling 50 soldiers. 2 Units of Bowmen, each unit consisting of 50 Bows, and 4 units of Darkling Spearmen, each unit consisting of 30 Darklings. Does 8 Units really sound like all that much to manage? Not to me, especially since in the tactical battles the max right now is 12 units. There's no difference at all in the management necessary to control larger amounts of men. It's all in how they're grouped. I think just by looking at my mock-up here, and of course the Epic Picture on the box we've all come to know by now, anyone can get the sense of the grand scale and much better visual feel it gives the game, and of course that's how it was always discussed up until the last few months before release.
Indeed Stormbringer. We'd all like to see the bugs and balance issues and everything with the base game hammered out first. There's no point in doing much of anything to the game if it's still broke. Speaking of broke, I started a new game on the Extra Large Map Frogboy created and got a OOM error on turn 215. If they don't squash these OOM memory errors playing a large map or epic map is going to remain impossible, and that doesn't cut it for me. I refuse to play on anything smaller than a "large" map. I really, REALLY, hope they fix that soon.
This is EXACTLY what's going to start happening more and more as people buy Elemental who haven't kept a close watch on the game like the beta testers have. If I had bought Elemental off the shelf and not known anything about it other then seeing it on the shelf in the store and seeing the pic on the box, and then it didn't have what was on the box, I'd probably want a refund from the store I bought it from. I really didn't want to have to be the one pointing this out, as I'm extremely attached to the game, I dare say just as much as the in house devs are, but it's flat out WRONG to put a picture of something on the box and then have that NOT be possible in game. It's not only wrong from a business perspective, but as fellow gamers, Brad and the devs should KNOW how it feels to buy a game in a store because of a picture on the box and then get it home and be heart-broken because what they saw couldn't be done in game. Last I knew shit like that stopped happening back in the early 90's when most game Devs realized customers like to see actual pictures of the game on the box and not just pretty artwork.
Even though us on the forums here have moved past the drama of release, the gaming community at large still won't calm down over it for a while still. Even after all that is forgotten, if this isn't fixed, it will just open up a whole new can of worms every time someone buys the game and then comes to the forums to point out they can't get armies that big in game.
I don't see why the Devs would be against this change anyway. We all know it's what Frogboy envisioned when he was conceptualizing the game, as is apparent from the many many old Dev journals where we discussed how awesome it would be, and most of us were right there with him dreaming of the epicness that the game would be. The only actually Technical reason I can see as to why this was suddenly left out would be issues with the engine handling it (which we've been assured isn't the case, but which I'm starting to doubt since I STILL hit OOM errors on large maps). Of course the engine needs time to mature, and that will come as time progresses, but we shouldn't have to wait for all the gremlins to be hammered out of the engine before this can be addressed, Especially since adding these things will introduce more issues that will also have to be hammered out. It's better to get it in place Now and then deal with hammering out the bugs that may arise as that seems to be how everything has been handled up to now anyway.
Stardock, Please pay attention to this, because it's only going to get worse as more people buy the game because of that picture on the box. At least throw us a bone and tell us it's coming later on down the road in an expansion once some of the other finer details are hammered out.
A lot of us agree with that sentiment. It would be nice to get an acknowledgment one way or the other. Anything really. I'd be happy with pretty much any words from a dev on it to be honest. Anything from a "We're working on it for a future update" to a "f'k off, if you don't like it here's your money, go be happy with a total war mod and quit bitching"...lol. Something, anything, would be most welcome. Especially after 15 pages of this. I honestly don't see this thread stopping until something is said about it. Maybe they don't want to say anything until they know something more definite about when they'll have time to address the issue, or maybe they don't want to address the issue because they already know the engine can't handle it? Without some kind of word from the devs we really don't know either way .
A lot of us feel that way about one aspect or another. I Love the game. I've either worked on Modding it, or have spent hours playing it, EVERY SINGLE DAY Since Release. Still, even I can't say I'm not let down at least in part about some of the plans that were made that haven't been followed through on. For many of those plans or ideas that were talked about we don't have any idea where the devs stand on it. Many of us have put in a Lot of time coming up with ideas in the ideas section or in other sections of the forums, and for a lot of those we don't know if the devs are paying attention, keeping an eye on it, or just flat out ignoring it. Of course we all know they're busy fixing stuff and that Stardock can't afford to pay someone just to hang out on the forums all day and talk with the community, but sometimes even just a couple words from a Dev on an issue can go a long long way.
Part of the reason the thread got so long is some of us who aren't too keen on the devs looking at this before the long list of more important things that need fixing or improving in the game started arguing.
I stand by my opinion that increasing the number of men on screen in turn based combat does not make it epic. You need the real time battles of Total War to get that. They look epic because the 3d models, animations and noises are so varied and detailed - it actually looks like an epic battle being fought. It's modelling the battle a lot more realistically than the abstracted turn based model, so it can show you this battle being fought. Most importantly, everything is happening at the same time. In a turn based game like Elemental, all the units will spend most of their time idle... when one unit attacks another, only the men in those two units will do anything and it will be nothing like a melee in TW. You'll just get generic attack and defence animation with no interaction between the units. Nothing like a cavalry charge into the flanks of a light infantry formation.
Turn based games get their epic feel from the strategy side of the game, not the tactical side. There are many things broken in the combat model the devs need to focus on, but "epic" feel is not one of them. These are grand strategy games and deal with things more important than individual battles. For all of Total War battles' epic feel, the game as a whole doesn't come anywhere near the epic feel of a well played game of Europa Universalis or Civ.
Between that and arguments over:
-What "epic" means
-Whether or not this should have had "official" in the name
Which is too bad because it does detract from actually discussion of the idea itself. Same for the "don't do this before bug fixing" comments - which...is a given, and was never stated that this should go in first or else.
I wasn't talking about bug fixing. There are some serious gameplay overhauls that need to be done and these will require lots of QA, re-balancing and AI changes. I'd say in the very least they have 6 months of more important work to do, more likely even longer.
Well, yes, but pardon the expression, sometimes there is no point polishing the turd. If the tactical battles and way battle is conducted don't match the expectation of the current community and game market in general, and will be a major hurdle in growing game popularity, then there isn't much point fixing details in the current setup. A lot of the feedback from Stardock seems to be that prelaunch they weren't aware of game performance issues and bugs, which is understandable. However, for the vision of the game to be so far off of what was discussed, glowlingly explained in exciting journals and painted on the box is another issue. I preordered the game more than a year in advance without any intention of playing beta in order to support the vision for an interesting, immersive fantasy game based on Brad's posts. Bugs aside, it doesn't deliver.
Dealing with bugs and rebalancing some numbers won't make Elemental what everyone wants. It needs sweeping changes to a lot of areas, with the tactical battles one such area as highlighted in this thread. I have the feeling these major issues will at very best be addressed in the 'B and C' expansions Brad recently mentioned. I think what RavenX is after is some acknowledgement that the issue with the feel and scale of battles will be addressed at some point, and that the vision hasn't changed to what he finds is a much less satisfying outcome. There is clearly a lot of support in this thread for that view, and it would be good to get the Devs' view on whether this will be looked at, and if so in what phase of the continuing development. For a lot of people if 'this is it' as far as battles (and other gameplay elements - magic, strategic choice) goes, they may decide to stop investing more time waiting for it to get better.
This is true, and I definitely see your point here. This is why I talked about the "interim animations" as well. Think about this. This is for a turn based environment.
When one mêlée unit attacks another, there's nothing saying the animation has to end when the attack ends. The animation of those two units hammering on each other can continue until a new order is given the next turn. This keeps the action "looking constant". I've seen other turn based games do it like this in the past especially some of the old console strategy games (just don't ask me to name any examples right this second). It's all about how creative the dev team is. I know that if I and others here can think of ways to pull it off and get that epic feeling they wanted, so can they. They're the pros and that's why they make the big bucks.
I can understand you standing behind your decision too, and I respect that. I see by your registration date though you've only been here a month and I don't know if you've went back and read all the previous dev journals. In the beginning it was planned as a "Continuous Turns" system, much like the original Baldur's Gate on PC, and for that system it would have been perfect.
As we all know the devs switched from the CT system to a true Turn Based system to try to get better depth in the strategy of it, and I can understand and agree with that as well. I don't see why though that meant that when the change was made from one system to the other that unit numbers had to be changed as well. For two years everyone dreamed of how the game would look, feel, and of course play. How the game plays is the most important thing, how it "feels" is probably the second most important thing. If you would have heard Frogboy describe all the epic battles he envisioned pulling off with the engine you'd most likely be right here with us on our side of the fence on this. Still, what you support now, which is the current system, doesn't even come close to what their initial vision was, and honestly the type of game environment, being continuous turns or real time, really didn't need to affect that at all.
If you look at a lot of the reviews floating around the web all of them tend to say the same thing when talking about the tactical battles. Here's an excerpt from the Gamespot review found here: http://www.gamespot.com/pc/strategy/elementalwarofmagic/review.html
"These are grid-based tactical battles at their most basic, so there's nothing to ignite your enthusiasm. Furthermore, these skirmishes don't harbor any visual appeal. The battlefields are bland, and soldiers don't look like they are marching across the tiles so much as they are floating while their legs move"
Now, I don't agree with what he says about the units "floating". They look like they're walking on the ground just fine to me, but, I Do Agree with him saying they "don't harbor any visual appeal". I don't mean the art style, the art style kicks ass IMO. Gamespot isn't the only review site that's said this either, and I think that feeling is the general consensus showing how far and how fast this thread took off. You're right in pointing out there's a couple pages of drama and bullsh!t!t here, but when you get past that and look (and count) the serious replies, for the most part people are complaining about the battles not looking "Inspired", or for lack of a better word, "Epic". If they would have kept the larger unit counts I don't think there would be as much of a backlash about the battles not looking right. In today's gaming world, people need something to "oooh" and "aahhhh" about. The game doesn't deliver that. Not with the spell animations, nor with the look and feel of the battles. Even old school MoM had larger unit counts than this. Seeing as how each unit only had one size, every unit in MoM started off with anywhere between 6 and 12 soldiers in each unit. I seem to remember having some pretty big battles in MoM by end game. Here's some pics of our beloved MoM from back in the day. You can't tell me these don't look epic for back in the day, because to me these are awesome pics.
Every unit here in these pictures starts out bigger than the 1 Man starting unit size in Elemental. If the makers of MoM could get together today and re-make their game, I guarantee you they'd make something with even larger unit sizes, because they were extremely limited by their technology back in the day. With today's machines....I bet they'd go nuts.
Just to stress the fact even more to Stardock about the kind of press that picture from the box is getting and will keep getting, I did a Google search on "Master of Magic Tactical Battles". You wouldn't believe how many pictures of Elemental came up. There's one right on the first page of the search results. Take a look at What Picture it is...
Edit: I removed the search link. after I went and checked the link it ended up going to a damn pirate site, so, even through extension, I'm not posting a link to that, sorry.
The game would look and feel better with the battles it was envisioned with only in the current turn based environment. It could only improve the opinion that the review sites have, it would make a very large chunk of the players happy, And it would live up to the Infamous picture that's going to start making even more people like Kevin here upset when they get home expecting to sit down and play a epic game and get stuck with not even having half the units shown in the picture. Saying that it was a "bad move" for Stardock to put that picture on the box would probably be an understatement, but, it's not just the box. There's lots of sites up, and magazines printed, that advertise Elemental Specifically With that screen-shot. Does that really seem "right"? Well...I don't know. I LOVE Stardock, I do. I LOVE their games, I'm going to keep buying their games, and I'm going to keep helping them and supporting them anyway I can, but....it feels wrong to me as a customer and as a gamer to advertise the game with that picture if what's in that picture can't be done IN the game.
That's pretty much it exactly. One word from Frogboy or from Boogie saying "We're looking into increasing unit numbers" and I think a whole lot of people (aside from me even..lol) would be overcome with joy and elation.
Raven the comparison to MoM brings it to the point. Also it would make more sense to have more numerous but less quality troops in the beginning, e.g., peasant units in Rome Total War were like 120 or something, whereas legionaires around 40 or 60. Since the whole game engine uses hit points and squads etc. it could be easily changed to a depiction(!) appearing more realistic (and similar to that of MoM/Total War), e.g., just reduce hit points of peasants but put 12 or so in the first units.
Ill sign on
/ signed
With 15 pages of debate on the topic, I'm going to spell out why I'm signing on to the idea of EPIC combat, just so it's clear. Presentation of the game matters. And the current presentation of the tactical battles is boring, and stupid looking. When my hero disengages from one attacker (with no penalty or couterstrike), and runs from one corner of his little square to the other in order to fight a second attacker, that looks painfully stupid. Even if the tactical battles offered some semblance of satisfying tactical decisions, it would be difficult to enjoy because it is presented poorly. My first hope in endorsing EPIC is that the tactical battles would start to look properly EPIC. A big step in the right direction would be to modify the scale of the figures relative to the "squares" on the terrain so that individual figures are not defending large square plots of terrain. This would force the engine to support units that cover multiple squares, which in turn would allow a much larger range of figure sizes - allowing properly EPIC sized creatures (such as dragons) that do not have to be squeezed into a single square. (And, yes, I realize this is a huge amount of work from a programming perspective, but I still think it's necessary).
My second hope for EPIC combat is that some of the things talked about here would lead to a more tactical combat system. One where the player has more options than simply charging the opposing forces, and where intelligent tactics give a significant advantage. For example, RavenX has proposed continuous combat animations for units engaged in melee. This clearly suggests that the concept of engagement should be included in the combat model - if a unit is engaged with another unit, it should suffer a penalty to withdraw and attack someone else. That, in turn, leads to the concept of flanking attacks - if a unit is engaged, and it is attacked by someone else, the flanking attacker should do extra damage.
I do not think that this kind of combat needs to be any more demanding of the user or drawn out than the current system, but Stardock is going to have to think about how it is implemented very carefully. Certainly, the concept of unit formations would help reduce the micro-management aspect of combat, and would also potentially add additional tactical considerations - do you make smaller, weaker formations and hope for flanking attacks, or do you make a very large formation for maximum firepower? One way to handle this would be to make formations something that you research (or something that is given to you as you research larger squads), with more powerful formations available as the game goes on. Ideally, the tactics of managing more troops would change as the unit sizes grow, but the overall number of pieces that need to be micro-managed would stay roughly the same. Incidentally, this naturally leads to the concept of attrition - that units with more than one figure lose combat effectiveness as they lose figures. This is absolutely key to having EPIC battles. If units fight the same regardless of how many men they have lost, then you might as well just represent each unit with a single figure. Attrition is a necessary part of making squads feel different from a single man unit.
This might sound like a lot: Engagement, Flanking, Attrition, support for graphics covering multiple cells, Formations. And to some extent, it is. OTOH, it's the minimum required to make tactical combat interesting and relevant. Stardock has already invested a great deal of time and effort into the tactical engine. I think it's worth putting a little more in to make that part of the game worth playing.
re epic battles -> This is a weird stuff. ->
- Gandalf vs. the Balrog = epic "battle" [and that's only 2 "units"].
- Sauron kills 20 humans with a single blow = epic
- AoW2 - SM battles = not epic, this is my personal opinion, even tho the combat & tactical battle system is awesome in the game...but somehow the battles themselves ain't feeling epic.
- MoM battles = not epic again. [subjective opinion of course]
- TW battles = epic
- King Arthur: The Roleplaying Wargame battles = epic
PS. Froggie's original ideas were awesome. [What you can see in Raven's OP]
I hate to do it, but I have to say...
An Official, not A Official.
I normally enjoy your posts but if I didn't say something it was going to drive me crazy.
sign
I'm all for epic tactical battles but I think it's a horrible idea to say
number of figures in a unit = epic.
The current system wouldn't be the tiniest bit of epic even if there were a million figures in every unit.
Changes to how combat works (like this) would help much more because there would be decisions to make.Right now I'm longing for the Auto-Combat button from MoM that would just move the units forward and attack... something. Anything.
Elemental is intentionally kept at a smaller scale because of the story background and to a degree so that champions can have the faintest chance of doing anything in a battle.A single Achilles is not going to win against a million peasants with clubs or shortbows. No matter how good he is.A change to the figure numbers that will achieve nothing but devalue other parts of the game is not very likely nor would I wish for that.
This is why they shouldn't have individuals who are always kept to be just lone wolves. They could let you take that epic warrior from the begining of the game, and you put Caesar in the thick of things, leading his troops not just as a general but as a comrade in arms. The ability to attach heroes to squads, ala Dawn of War and Company of Heroes, could add quite a bit to the game. Every few levels you could offer a perk system that would boost the unit or it's command abilities.
Then again, I don't know exactly how feasible that is.
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