Frogboy, I really thank you for asking this question(since I think for many of us think it is the penultimate fantasy wargame--after patching of course and minus the AI, and I think this is where you probably will/should make the greatest contribution. The question you asked gets to the heart of what that game meant to all of us and what we hope Elemental: War of Magic will become.
• Super flexible and easily identifiable custom Avatar options which allowed for great depth of play. Whether you wanted to be destructive, secretive, creative(as in can make items), or any number of combinations. Taking into account that you were truly a powerrful wizard and altered time and reality through spells, spell books and character skills like Warlord, Artificer, Runemaster, etc..
• Spell variety(with all the different schools of magic available it was wonderful to be able to summon creatures, make magic items, cast spells of variable power from the weakest or introductory level to vast global and dimensional power spells that changed the landscape or altered its use.
• Racial variety(yep not species for me cause thats a little too much like a modern subset or sci-fi to me; plus I think Gary Gygax and co were
great people) If you want to call them something else I suggest a new name all together and one not bound in current era politics or deragatory aspersions. You are creating your own universe and license so this would be a good idea I think. It might help us players for a more immersive and satiisfactory experience. I can live with you calling all the variable 'races' Fallen but it somehow seems lacking. It seems to me this discounts good vs evil creatures and lumps them all on the side of the Fallen which has a negatory conotation. Of course, I am not completely up on all postings so I could be off here..
• Having fun places to explore like caves, towers, nodes, multiplane existense with Myrror(somehow just having one map; even one as massive as you invision seems limiting to a true power of time and space)
• The Heroes and Villians-Toren the Chosen, Mystique
my personal favorite), Warraxe, etc..that would help lead your armies to battle.
• The tactical possibilities and decisions right from the very beginning which allowed you to influence and heighten the PERSONAL experience of gameplay from beginning to end.
Things I wish were in your game from the beginning-
Multi environments and planes of existense: Water based creatures and combat to include an underwater component as well as surface components and creatures who live in the clouds(Sky Castles anyone?; flying
For cloth map mode that the figurines to represent heroes etc., took their stylings from Ral Partha miniatures-The ones that were professionally painted, had the lil diarama grass, wpns, treasure on ground at heroes feet and the magnetic tape on the bottom for keeping them safe from harm..
A small text note ability for those truly epic long games in single player where you would like to paste a note on specific points on the map for those of us who can't remember everything and return to a saved game(ala Elder Scrolls or something like it)
I too think(et tu Brudii?) all the other comments are valid and worth at least a little contemplation and are an accurate summation of MoM. I would highlight the comments made by
Cauldyth on mana-
"The implementation of mana itself. You could divert the mana flowing into you in a variety of ways, all useful. You had to make a strategic choice between using it for (a) research, (
improving your skill so you could cast spells faster and use more spells in combat, (c) storing and (d) supporting summoned beings. It made mana addictive - you always lusted for more!"
and Cerevox
"I think it also helped that the actual combat mechanics were very complex and difficult to follow, but at the same time could easily be estimated by looking at how many swords/shields each unit had. Kept folks from easily calculating who should win, which meant battles could be suprising."
Tim4fun
"The distant wizard’s ability to affect the battle before (unit pump-ups) and during made every combat unpredictable/winnable."
Solam
"The further away from your tower the more mana it cost to cast spell in battle
The fact that you could gain a different book of magic in battle. Which added new spell to your book
New maps every new game
Sand box mode"
and lastly Netriaks comment on why spells in MoM were so good(one example at least)
No spell copies. There was rarely the case of a spell being 'the same as another spell but better'. If you wanted a more powerful fireball, you simply put more mana in it. A more powerful spell, such as doom bolt or disintegrate worked fundamentally differently. Fireball: 1 attack for every figure in the enemy stack. Strength is mana dependent. Doom Bolt: 10 points of irresistible damage. Disintegrate: Insta-kills stack, only works if the modified spell resistance is less then 10. Although they all have the same purpose, killing a single enemy stack, they work differently, and having one does not make any of the others redundant.
And if you read this Frogboy, then I know you are a true genius cause you must of made multi clones of yourself already that you can be in all places at once..Seriously thank you for your investment and effort in making this game
!!!!!!!!!!!!!!