With each patch Elemental becomes more enjoyable but the game still plays like a run-away train due to balance problems. The most interesting part of the game is the very start where you plan your first city or two to make use of your resources. But after that the game just accelerates away where your player stack quickly becomes unstoppable. Then it is just a matter of moving around without any real challenge conquering all and sundry. Hence the term 'run-away train'. This is fine if you like process oriented tasks where you are happy to just bide your time knowing that you can't possibly lose or be challenged - but this is not ideal for a strategy game.
So what are the underlying reasons for this? And how can this be corrected?
1. Drastic shifts in numbers
This impacts many areas within Elemental. Take as an example the weapons listed as 'Blunt':
- Gnarled club +2 attack
- Axe +6 attack
- Mace +12 attack
- War Hammer +24 attack
If these were say +2, +4, +6, +8 the steps up would be much more gentle and have much less impact on the game balance.
Also, the way stacks are calculated has similar problems because of their bonuses. Much more balanced would be to use the attack and defence capabilities of one unit, but allow the hit points of the total. The benefits to the unit being survivability without breaking the balance the way it currently does.
The creatures and summons units in the game have been completely over-powered to attempt to balance these exponential numbers so these would also need to be seriously nerfed.
Even the resources completely upset the game balance. If you get a couple of libraries more than your opposition they will never catch you. The game rewards the large empires that control the resources - not the small developed empires.
The way the numbers expand so quickly it is like trying to balance a cone on the pointy end.
2. Exploits
Hopefully these will be sorted in the next patch.
The main exploit is to recruit as many NPC as possible. Imbue them. Attack as a stack (I don't think the experience is split between members of a stack but rather it seems that all members of the stack get the total experience) and keep upgrading Essence. Then simply have each magic user summon in the over-powered creatures. Once you have a stack of fire and earth giants you are completely unstoppable - and you can get these very early in the game.
3. Too many ideas
Elemental suffers by trying to be too many things all at once without having really nailed any of them first. Basically, at this stage, the sum of the parts does not live up to the vision. The concept of 'KISS' (Keep it Simple Stupid) has been completely ignored and so instead of introducing new concepts over time through the more natural process of expansions, many of these have been introduced right from the start without being able to get them to gel together.
This makes the job of balancing the game extremely difficult for the developers.
The concepts include (but are not restricted to):
- Design your own units
- Dynasties
- Champions and Heroes
- Quests
- Parties, Squads and Companies
- TBS vs RPG
- etc
Some of these concepts have hindered the natural development of the game, for example, 'Design your own unit' has meant that unique races are too hard (whole set of new 3d models along with all their 3d equipment). Dynasties are half way there and so have become a problem rather than a feature. And so on - but these examples don't really address the impact on balance which is the focus of this thread.
Without many of the concepts and design ideas Elemental could have been made to run as a simple strategy game first, then each idea could have been added to the mix one by one, balancing as you go.
You don't make a cake by adding all the ingredients all together at the start - better to mix them in slowly - otherwise you end up with a gluggy mess.
4. Stack sizes
I'm not sure if there is a limit to stack sizes but I think it might be 12 at the moment. Tactical battles don't even seem to be able to cope with this many because there will often be a unit or two next to the enemy.
I'd suggest reducing this number to 8 for wandering stacks but allow 12 or 16 for stacking within cities to help bolster defences.
There should also be a static defender in each city who's capabilities are based on the current tech and the level of the city. For example a level 1 city may have a squad of the best soldiers while a level 5 city might have 2 companies of the best soldiers.
There has to be a way of making tactical battles and city attacks in particular costly to the super-stacks.
5. Tactical Battle Process
All you need to do is make sure you get in the first hit. I haven't lost a single unit in a Tactical Battle now for a long time. This needs to be completely overhauled and there are some great threads in the forums on how this might be accomplished.
The 1DN damage rolls also need to be seriously looked at.
The AI doesn't cope with the exploits and you are not rewarded for being bold in tactical battles.
6. No city damage
When taking over an enemy city there is no damage at all. This means you just keep rolling on without being required to rebuild and stabilise. And if you happen to take over a city from the opposite faction, all their buildings still function and you can still build your own faction's equivalent buildings around them.
This is completely unrealistic and there is no benefit to use diplomacy in any situation. It is just much more easy and rewarding to take the cities one after another.
7. No expansion penalties
There should also be penalties for trying to control a large empire. Perhaps the civic tree could be used to have an infrastructure branch where for each city you control over your infrastructure limit costs you gold, food, materials and metal. Some buildings or garrisons may help alleviate this.
Rampant attacking and expanding needs to be controlled.
8.Random monster spawn
As mentioned previously, it appears the random monsters are trying to be the brake on expansion and development. The concept is a good one but fix the number balance instead first please. This is a band-aid solution and doesn't address the core issues.
9. AI
At present the AI can't cope with the variety and complexity of the given situations. This will be addressed over time but simplifying the basics should be the first task before trying to get this done.
10. No diplomatic consequences
I can be friendly to a race, then turn on them when I'm ready, and the other races seem just as happy to keep on talking. There doesn't seem to be any negative to back-stabbing neighbours and they don't seem to act in unison.
To Brad and the team at Stardock, please take the time needed to get this right. Even if this is unpopular. Take a step back and look at the big picture before trying the 'fix' the balance. You must feel like you are fighting against a whirlpool where you stop one issue while a heap of others are rushing past. You probably also feel like you've painted yourself into a corner where you now have a mountain of promises to try and keep. If breaking the promises end up making the game better then please take that option.
Anyone else got any thoughts on this?