Quoting Frogboy, reply 6
2. The magic system in Elemental needs to be overhauled and, over time brought more in line to its original inspiration - MOM. There are a lot of practical reasons that I think users can think of as to why we didn't just copy the MOM magic system for a 2010 game (same as to why we wouldn't have dozens of radically different races -- think: cost of low resolution sprites vs. fully realized 3D models). But I think we're just going to have to bite the bullet on this.
The system in some areas is fine - the relative scarcity is nice, the essence mechanics are working fine. The spell lists are a problem - far too many spells follow the rules (i.e. do something that can be achieved via perfectly mundane means - adding defence to a unit for example, otherwise known as glowy armour) and few allow you to break, bend or just plain ignore them (teleport for example. Good start, now why isn't there any spells that allow me to teleport units in tactical combat?) which reduces magic to a 'cheap' means of doing something rather than a fantastical and world changing force.
The selection of magic books is another issue. There's no real reason not to take every book, beyond the fact that most of the spells are duplicated. Why not give magic it's own research screen but rather than civ, war et al have the different books - fire, earth etc, and have arcane research work in the same manner - research Earth magic then either pick from the available spells or increase your earth level. You unify the two research areas which makes it a lot easier for new players to understand, and in addition a player can tailor their magical capabilities to the game at hand, avoiding issues like having only the air book and no air nodes on the map. Just for kicks, you could also attach an arcane research bonus on nodes for their particular school, making them more than just batteries.
Selecting books worked in MoM because you picked up different attributes according to the number of each book you picked; it works in Dominions as it affects the traits your god's blessing confers. It fails in Elemental because there's no reason not to pick every book, while at the same time no real reason to pick any books, which is hardly fitting for a game styling itself a war of magic.
Yes, I agree with this. The magic system is okay. even with the imbued essense. The problem is lies on the spell list and the implementation of the magic system in the game. I don't think that a ruler who imbued the magic essense to his followers is a bad idea. It is the spell lists are just bad and not fun.
I think, it is better if you just limit the player's spellbook to one at the beginning of the game; or two if you don't choose another talents or equipments, and three if you put all negative traits to the sovereign. Don't let them choose all the spellbooks at the sovereign creation.
For the combat... well, I don't know. It is just like Heroes Might & Magic series, but lack of something important. maybe it just because Elemental is not a Heroes Might & Magic Clone; so that type of combat won't give any fun to the Elemental
I can only say this :
Age of Wonder has good combat system, but it is slow pace... and I hate slow pace game.
Heroes Might & Magic has a simple combat system, but it is fun / perfectly fit to that kind of game type. Unfortunatelly, it doesn't fit to Elemental game.
What about Master of Magic battle mechanic? Hmm... I don't know. It has been a long time ago
So, why not Elemental creates a whole different combat system that fit to the elemental alone? Just be yourself, just be Elemental War of Magic. Make it different and exciting.
I think the gamers in this forum has two version of feel when play this game. the first one is people who love strategy game. They see the game as the other version of Civilization, where the strategy is the first and the most important aspect of the game. This type of gamers think that the game should like a chess. Where everything should be thought logically and strategically.
the other gamers see this game as an RPG game with Civilization flavour. Where they just care to the heroes and their equipments, then hunt monsters to the very late of the game. The problem is what is Stardock's point of view of this game? See it as RPG with strategy flavour or to see it a strategy game with RPG flavor?
For me, Elemental is a game about a protagonist who is a channeler, who lead his people on a post apocalypse world. So, it is always about the protagonist and his citizens. You should always thinking the game from the point of view of the protagonist, the sovereign. What does he need to lead his people in a broken world? first survival, then protection. So you should make the strategy that help that kind of feeling to the gamers. (that what I feel from playing the sandbox mode)
Because the game is focusing to the protagonist, he should always important to the game. From the very beginning (when he has only a settlement) to a point where he has a vast kingdom to lead. You must put him to a different role when his kingdom evolve. From a front lines adventurer / commander to a king of vast kingdom who deal a large scale battle to the evil factions.
As a king, he should stay behind the lines, as when his life ended, the game will over. So, what kind of support he could give to the front lines army when he hides in his strongest stronghold? That's a matter of game mechanic.
The style of Elemental allow the players to role play as the King Arthur, from he has nothing, get the sword of the stone, lead his loyal subjects to glorious battle, recruit loyal knights and create Knights of the Round Table, unite the land, and become the king of England. But even King Arthur will not always on front line although his influence, his strategy, and his presence is still very important to the story. The important thing is the glorious feeling when the player play the Sovereign (king Arthur) as him, not as the King Arthur Faction. that's why heroes are important. Protagonist involvement to every aspect in the kingdom is also important. It is different than other games that focus more on political, chess type of computer game who lead the nation from the point of view of... a kingdom. So... Mr. Frogboy, just makes Elemental, Elemental War of Magic. Not another clone of Civilization or something. Just let it be... Elemental.