A recent SD post (can't find it now, rats) said that pacing was identified as a key issue needed to increase fun in eWOM. As I look at some of the ideas I loved in MoM and a few other ideas I've seen posted here, many of those help with pacing. So I would really appreciate knowing if any of these ideas might be coded into any of the future SD releases or if they will more likely need to be mods (or even not possible with the EWOM engine).
I'd appreciate SD staff indicating their *best guess* at which game might implement the features listed below. I'm not asking for a commitment, just a best guess whether SD sees the feature as a reasonable and fun feature and compatible with their philosophy of the game(s). This will help set our expectations properly, so I can have hope for EWOM and features I most want rather than nagging SD to make EWOM or FE into something it wasn't intended and won't likely be.
I'm hoping the reply will be one of these for each feature: EWOM future update; FE; Future other SD release; Modding community only; Not believed feasible. I admit some of these may be in EWOM but I haven't discovered them...
) More spells than MoM (~212)
) Sovereign can cast spells in combats not personally involved in (like combat inside his/her zoc)
) Get to choose some starting spells
) Conqueror of a city allowed to create all units previously produced by that city
) More options for spending mana and gold: divert some to research; skill increase; using to buy unit production immediately; converting to/from mana/gold;
) Allow creation of magical/fantasy combat units (pegasus, minotaur, werewolf, etc.)
) Allow flying/tunnelling/teleporting/invisible units in combat
) Allow flight on overland map
) City walls and main gate must be breached (like in AOW2)
) Ability to keep learning spells from all branches (not an artificial limit like in MoM)
) Variable mana into spells to add damage/range (pump-up)
) More magical/special abilities for heroes
) Experience gain for standard units
) Magical Heroes increasing amount of mana cast/generated per turn
) Forging your own magic weapons (Artifacts/etc.)
) Back attacks/flanking adds damage
) Quick spell slots (avoid jumping to spell book)
) Casting spell failures & side effects
) Special land tiles warping/improving (Mithril and adamantium deposits affected units with less micromanagement than the current crystals/et al. equipment method)
) Another mystical reality to explore**
**Myrror in MoM did really provide something special. Not only was it an 'undiscovered country', but it was harder, and so once you had a tough army in one plane you could go use it somewhere else. You could also use it to surprise your enemies by traveling through there. I think it added significant depth to the game.
Thanks for your consideration/thoughts.