My vote is Yes.
One thing that is disappointing me at the moment is the fact that my champions are really weedy and useless. They have horribly expensive equipment and once you start getting big stacks/monsters they are literally rubbish unless skilled for magic.
Personally, if they are going to be in the tactical battles I would love to see them kick ass in them. I would prefer to spend more time levelling my champions, crafting them armour and skilling them then having just boring stacks of 12 archers/soldiers.
I was watching Lord of the Rings last night again and really wish I could craft a kick ass champion who would take down a stack of 12 with no sweat.
I think that their stats need to be beefed up mightily. Something along the lines of each level getting 5 points to distribute, with automatic increases in HP and Essence (if imbued).
EDIT : They are cost ineffective as well, to buy the champ often costs ~100 Gildar, to equip reasonably costs 100's and they level worse than stacks. At the moment they are only useful to explore the map as disposable troops or station in cities to boost economy (which is fair enough for some champs as I take them for their bonuses).
On another note, the item shop needs to be severely overhauled, at the moment it is like a 1990 JRPG shop. You can only sell and buy in seperate screens and you can't even see what you currently have equipped. Get rid of the annoying merchant in the middle and lets see a proper equipment screen so I can manage my hero properly.
Well, to shell out 400 crystal and 2k gold for an 8 man horse archer squad only to be killed by an 8th level essense-imbued bard would sux just as much from my POV.
IMO, ultimate problem with the tactical combat system is that its trying to be deeper than the simplistic mechanism it was designed. First of all, there's no logic with the time-space fabric of the game. The designers of the game did not define the game "scale" accurately on either the tactical or strategic level, Ex:
Bows: an extremely brief perusal of bows shows that a well trained bowman could put arrows in 3-inch grooves at the 40/50 yards max (this is how the game seems to model arrows), maximum range of longbows was 400 meters or about 440 yards. This would be the maximum range a mass of bowman would shoot at a moving mass of footsoldiers expecting enough random hits to maintain utility. Research also shows mideaveal archers could put out 12 arrows per minute, and had quivers of two-dozen (although there's a wide range of quiver sizes, these seem to be the largest that I've seen via reasearch).
Horses: average horse cantor speed is 13 to 17 mph, this is equivalent to human jogging. Horses can gallup at 55mph for a quarter mile
Humans: 2 to 5 mph and 6 to 11 for the equivalent human speeds, making horses *roughly* 5 times faster, this should translate to a game speed of 5 times faster for mounted troops vs un-mounted troops. 1 mile = 1760 yards.
Tactical board square-size, harder to calcute since units are arbitrarily blocked from entering other units hexes, but with a cap at squad sizes of 8-men we can assume anything from 10 to 40 yard squares.
Now, put it all together; what do we have in our game? Humans move 2 squares a turn, horses 3, ceder longbows shoot 8 squares (as if the accuracy was 50yards with a volley of two or three which would be roughly 10 to 15 seconds) ... it just doesn't add up ... if we have 10 yard squares and 1 minute turns humans could move 58 yards/min or about 6 squares, so this is obvously not the scale, although if the time factor was halved we'd have 3squares per 30second turn, however archers should be able to fire about 6shots in this time. But, even at the slow end of the horse "cantor" speed a horse should be able to cover 19 squares at this scale.
Something is just completely amiss with the scale. I don't think the devs had a firm idea as to the scale & just "winged it" or "abstracted" somehow way too much. Horses are completely out of whack any way you cut it, and if the scale is more than 10yds per square, then a completely different mechanism needs to be in place for archers, because direct fire accuracy should not be possible beyond 50 yards (although I don't have a problem with 80 for abstraction, if this is the case) .. something like a random drift for excess arrows at long ranges (>50/80 yards) like Dominions 3 which modeled archers & bows very good IMO for very long range shots.
BTW: I didn't even cover the lack of LOS blocking obstructions & terrain effect, archers firing through invisible trees for example, which is a completely seperate thing altogether.
It has to be able to, or heroes are worthless. You can't produce them. They take a long time to level, and the items are expensive as hell to equip them. If you lose them, that's it. Comparatively if I lose the stack of 8 random guys with hammers, I can just go make another one.
ATM melee heroes are less effective then the normal units who would take their spot, and are also more expensive and harder to get to anything resembling a decent power level. That just flat out doesn't work.
In this game you don't need to produce heroes; you can more easily buy them. I've got so many heroes, the only thing limiting me is the gold to buy them. Most of my heroes sit in cities and generate revanue.
Crystal is a highly limited resource, 400 is a huge chunk when you've spent 100/200 turns racking up 1600/2000 crystal or so .. any squad that costs 1/4 of your entire supply is huge. If you lose an channeler, just imbue another one, but if you lose a squad, that cost you 400 crystal. Realistically, you'll only have a handful of these in a large map game. 2k is lot of bucks, whether you're equipping a hero or troop. Gold certainly doesn't fall from the trees, though it is fairly easy to get 100/150 gold a turn by turn 300/400 with city spam. And, heroes are not the only units that level up, so do squads. A 12th level horse archer that cost me 400 crystal is just as important as any other hero to me except the sovereign. From my perspective, squads are just a larger group of "heroes" in this game.
Squads that don't use crystal, elementium, or very little metal are "cheaper" in relation (8 random guys with hammers), sure, just as certain champs are cheaper to buy & just get stuck in towns to increase productivity or whatnot, and it wouldn't be as much a pain to lose one whether it's a champ or squad.
In my opinion the bottom line is balance. As far as hero-vs-squad balance goes, I'm happy with the balance as is. But, I'm not happy with the other things I mentioned: the "type-vs-type balance" in post 39 and the tactical battle "scale" being completely out-of-whack in post 51.
Plus, I disagree with those players that say that kick-ass champs are not possible in this game. It just takes a verrrry long time, as it should. With 900+ turns you can turn out a hero with 25 level ups. Now, equip him with an unlimited supply of stuff from the item shop, 15 or 20 of those +1 strength/speed/dex potions or books you get from goodie huts. A player can easily (well, maybe not so easily) crank out a guy with 80+ HPs, speed 20, attack 60+, def 66+ making him near-invulnerable by turn 900ish.
Should *any* guy be completely invulnerable? Hell no, otherwise the game, any game, would be broken. My 16th level horse archer that I spent 400crystal and 2k bucks on should be able to kill this guy in a couple of rounds, conversely this superman guy should be able to inflect a hell of a lot of damage in those 2 rounds with spells, perhaps in combo with another channaler be able to kill my horse archer, but not before I've done significant damage with that horse archer. Two well balanced armies with 12 units, one with 4 channelers and the other with 2 channeles but 2 extra horse archers, should be roughly 50/50 if the only thing different were two extra channelers on one side and two extra horse archers on the other (assuming roughly equivalent high level experience). The problem is, though, the tactical game is broken because whoever moves first will win in the scenario above, so it doesn't matter.
My method of play involves speed & efficiency (the "blitzkrieg" approach works very well across most strategy games & generas in general), so I've never seen a hero like that because I've always won by the 300/450 turn range. But, I know that players create heroes like that because I've read about them in other posts. I've never been a big supporter of the "super unit" strategy (in general), I'd rather have multiple strong smaller units (tanks, ships, spaceships, etc) that kill the big guy ... a swarm of army ants kills the elephant ... In a well designed game this is usually the case, games with an "invulnerable" super units that have no counter are usually always broken.
Absolutely yes.
As it now stands, with the prevalence of questing, killing roaming creeps, and items and all that, it fits the flow of the game to have heroes be more powerful then they currently are. Furthermore it's far more immersive to have strong heroes with significant story/personalities and appearances. What made the heroes in MOM great is the power they had, and the uniqueness to their portraits and attributes.
I think this can be accomplished either as heroes as back of the battlefield generals, or heroes as very strong units in combat. Personally, I'd vote for both, some of the heroes are good at one, some heroes are good at the other, and maybe some are a hybrid of the two. This would accommodate different playing styles and the like. Strong unique heroes fit the narrative that is the high fantasy genre. And while it's perfectly acceptable to stray from the "rules of the genre" so to speak, I don't think in this case it's the right way to go.
This goes withour saying, but I fear using champions unless my soveriegn or a spell caster is with them and only if I micormanage every battle. Cause nothing sucks more then when I was building one of my sons into a killing machine, the kid has 140 mana he had wonderful armor and was on horseback. he had fought at about 50 battles prior to and was just dominating one side of the map while I handled quest items - I let the computer autofight for him one one too many time s and the kid comes up dead - no fing way. MY booooooooyyeeeee.
I went on a rampage after that needless to say - and killed all the women and children the enemy had to offer - Revenge is at hand. Embrace it!
Seriously though I am ok with it if the champion is a merchant or some other class that should only be used a city multiplier but if the champion is for questing and combat then they should be strong enough to fend for themselves on quest and such,
I know the feeling exactly, very occasionaly I get "surprised" by a wandering monster. In the game I'm playing now, I had a 400 crystal horse archer, like I had described in my post above, in a group with 4 new heroes on horseback that I was in the process of leveling up to become more useful. It was a one-of-a-kind thing. There was a Drake in this woods hex, which I thougt nothing of since my uber archer could take down almost everything. I attacked this Drake. It moved first. It moved one square and fired twice doing 38 HPs each shot to my archer. I fired my archer three times, and I was unable to kill it (it had very strong attack, defence, and range). The second round the drake move one square shot twice with its fire attack, again 38HPs damage each shot, and killed my horse squad on the 4th shot. That was 38x3 HPs + some in two rounds. This was the most unbelievably strong wandering monster Ive ever seen in this game up to now. I later went back and checked its stats for curiosity, and it was a level 9 forest drake. It would be nice if there was some kind of info on how monsters level-up and what kind of strengths they get. The manual sux big time.
I just shrugged it off, put it in memory, took my hit, and moved on. I didn't restart & "cheat". That's not my way. Players are gonna lose good units in games, shit happens. Can't get attached to 'em. Ultimately, it was my fault for not paying attention and underestimating this particular monster & not attacking it with a stronger group.
Boy though, was that some monster!! I have to admit though it was refreshing to actually lose a battle for a change.
NO! We do not want kickass heroes.
I've been playing a new game called Guardians of Graxia and that game shows well how heroes should be built and how powerful they should be. It's a game that you can lose your hero/guardian easily enough if you don't take care of it but it's still powerful enough to do a lot more damage than regular troups. It has specials and bonuses for each turn. Perfect example of how heroes should be in any game.
So I really hope Brad et all don't go reversal and all and turn heroes into godlike creatures that can hardly be killed let alone wounded. Heroes should be leaders and give bonuses to troups and the battles but not be the beall endall of the game. They should live and die just like all the other heroes of our own past. Anyone remember William Wallace? He was a hero but he was also human and mortal and that's the way I'd like to see heroes in Ellemental. Don't make them to be so powerful that if you do lose one you'll feel as if you lost the game. They shouldn't be or have that much power. That's the faults of HOMM and AOW and all the rest of those strategy games that put everything into one thing like a hero.
I say yes! We don't need godlike, but we are in need of serious improvements to hero's as it stands!
Heroes have pathetic survivability. There is none of the MOM powering up after gaining a few levels and aquiring some equipment. Don't get me wrong, I wouldn't want heroes to be clones of the MOM ones because at late - end game stages they could be invincable. But point still stands that MOM heroes were so much more valuable and capable of turning a fight around. Hero abilities are also fairly weak and do not improve with leveling, which means past the game start they become more and more useless.
It's a game that you can lose your hero/guardian easily enough if you don't take care of it but it's still powerful enough to do a lot more damage than regular troups.
Yes, but in elemental neither situation exists. Even if you take care of your champion, then all it needs is one unlucky roll on a battle start and goodbye champion. That is not tactical that is just stupid. The only champion that can do a lot of damage is a spell caster. All other champion types are nearly useless apart from turn 1-50 unless you find a magical sword to whack on level 1 spiders and wolves
For instance, tactical battle problems, which contribute, so far that I see (perhaps this should go into a seperate post) ;
* No deployment : Simply superb how you start the battle all clumped just soaking up the 9 square nukes before you have even moved. What general would position his archers at the front and all the melee at the back? We need deployment.
* No initiative : Your whole army moves in one go, that is also silly, it is pretty much a staple of this type of battle system that stacks attack in order of initiative. I know this feature is coming and it is sorely needed.
*cpl is correct that ranges are a problem. Archery should be like 3 squares range, horses/wargs should allow 4 squares movement. Spells should also have lower ranges. This would solve a lot of the archery overpower and spell overpower.
I won't go into more complicated factors like how combat actually works or things like having magical defense/resistances. It seems like these should be givens in a game called Elemental
I have been doing some testing in normal mode and part of my ideas are correct, heroes are more balanced, it is just that the AI is so awfully slow it is not much fun. When you play on ridiculous then heroes are a waste of time apart from just picking up treasure and having a couple of spell casters. I only hire the production/farming/resource/prestige boosters in that mode.
The balance is bad right now. Heroes are easy to knock off because they don't have enough HP, and one low defense roll leaves you open to be flattened. That's the single biggest problem with it. Roll a 2 on your defense? Oh well, you go splat. Better luck next time.
How many games actually go 900 turns? I've never gotten close to that, and I've never lost a game. Hell I've never seen a game go past 300 turns.
You're also relying on broken mechanics to get there. The infinite amulets and such from the item shop is just stupid and is something that needs to be fixed.
I completely agree, but it *is* possible nontheless to create a super hero given enough time & level ups.
Some players have strategies that are more long term. Personally, I think that approach only works in single player games. Those guys taking 900+ turns to win will get stomped by those that can flatten all the AIs by turn 300/450 on Large maps in multiplayer games. A game like this is all about time (at least in multiplayer).
Yop, totally agree with you... for now. I hope that, with the new patch and the specialist, builder/turtler will be able to win a game via a good management. It's true that, for now, city spam and big army win the game very early compare to diplomacy/spell of making/questing, but with the change that will come, I hope this will be fixed to a more "equivalent" time.
I personally don't see an issue with champs at this point.. if you put their stat gains in the right places they can be pretty mean. Melee work on combat speed vit and str maybe some dex ignore the others and equip them well and they turn into pretty mean units.
Good point Fistalis but the way I see it, you only get those stat gains if they survive. If you're unlucky and you have your champs face an enemy channeler- a powerful one like a Sov, if they haven't been leveled at all the chann. can usually one hit kill (or three hits, depending...) a few champs.
Cleaning up combat will fix that nonsense.
There is some kind of magic resistance in this game. I know that higher intelligence effects the magical hit probability, and I've seen my channelers miss some of the firestorm attacks on AI sovereigns. Unfortunataly, there's absolutely no explanation in the manual as to how magic vs magic resistance works, and even if it's possible to "buff" champs against magic, how to do this? Is is just intelligence? or is there something else to it .. I don't even know? I remember that D&D had a "magic resistance" it would be cool if this game had more of this, perhaps items that we could equip heroes & squads with to protect them more from channelers.
Hahahaha, I get a kick out of how often cpl_rk says there is no explanation in the manual. It cracks me up. I haven't even bothered to look at the manual, so I can't technically agree, but I would bet a lot of money it is completely true.
They dont need to be Gods, but sheesh - when I here chamption I think Hercules, Achilles, Jason.
No they should not take an army on my themselves, but if the ratings say they should win a fight I expect them to be the last one to die - kill all the units in my army - but if any of the units should survive a fight, my
champion should. I'ts all good though. I love this game can't wait for v1.1
As long as they take a slot another unit could use, melee/archer heroes need to be about equivalant in fighting ability to a unit that would take equal cost (offset by the effort involved in leveling heroes) that could have been used instead.
I read the manual. It's a nice story. Were there rules in it ? hmm.
Also, to make my post relevant: Gwen makes a nice point.
It is the scalability of heroes that is part of the problem - they just don't scale at the same rate that other units do and buying equipment for them doesn't come close to making up for the lack loving they get when they level up.
I personally don't get this argument because they use the same rules as SOVs in leveling up. I have no issue with making heros strong when applying stat gains to the right areas. I don't understand how other people find issue with this. Maybe I actively level up my heros more? My whole army usually tends to consist of heros sovs and a few peon units. I use heros and sovs for the majority of fights and pretty much ignore normal units.
Not to mention you don't need access to resources to equip your heros unlike your troops only the tech.
The problem is HP. If you want good HP, you dont have attack power or defense, if you go the attack, you dont have enough HP. The problem is not with the AI, everyone agree that the AI can't match a human rigth now, so they dont use channeler/archer often. But, if you figth a human opponent, you'll rapidly see that your hero wont last long. That's the problem. I totaly agree that a hero shouldn't be a one man army by itself, but please let him play a bigger role in the picture.
Unlock the Lord's Hammer tech. Make a squad with that. Proceed to smash hero into tiny pieces as soon as you get a low defense roll.
People need to remember that a Defense score of 100 doesn't stop you from rolling a zero and having NO defense for that hit (and with Lord's Hammers that hit will probably one shot you). Changing that system will help heroes significantly, as will making Constitution scale with level.
IIRC, magic defense is actually just defense. It uses the same stat as physical defense. Some of us were arguing for more stats a long time ago in beta, but it didn't pan out.
Ya in my experience better armor = more magic resistance.. which is why equipping your heros well is so important..
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