Detailed List of Suggestions

Suggestions and Improvements

 

 

Here are some gaming features which will increase the success and interest of Elemental: War of Magic   game:

 1) Random Game Generator = Greatly increases replay value; This may or may not already exist based on the Stardocks release webpage statement, "Your worlds will be of your choosing,".

2) Multiplayer LAN option = Difficult to determine whether or not this is available OR if only online multiplayer will be available.  Many gamers still do LAN multiplayer games, always fun watching your friend or relatives expression when an assassin kills their best mage.

3) Map Editor = I recognize an editor already exists however I just want to list options which should be included within the Editor.  Allowing editing of monsters, items, quests, cities, terrain, and custom timed events.  Creation of new monsters, items, quests, cities, terrain and custom timed events is also important.


 

4) Variation for Size of Maps = Larger maps available for stronger systems.  As time passes computers continue to become more and more powerful.  I'm suggesting an option which allows the game to be dynamic thus working for the computers of today and still provide larger worlds for the computers of tomorrow.  The game content such as maximum number of units per game should be dynamic and able to grow for the more powerful systems.

5) Multiple Map Levels = Allows dungeon type maps to provide an experience that some dungeons go very very deep OR multiple worlds type maps to provide an experience the battles exist on multiple worlds.

6) Custom AI Scripting Option = Allows the community to create unique AI personalities thus anytime someone new to the community complains about the AI, everyone can respond with "Create some scripts to generate new and different AI behaviors."  This has worked terrific for games like Neverwinter Nights and would allow AI personalities to evolve with time.

7) Multiple Random AI Personalities = Prevents the human player from being able to predict what the AI will be doing during a game. The game can include a group of possible AI personalities from Stardock.  The custom AI scripts created by gamers can be added within game options and is randomly selected. Any AI personality script should have the option of being disabled in case it's bugged or not desired for the next game.

8) Random Item Formula =  Besides including the usual set items or fixed items, allow items within the game to be more unique and thus increases replay value.  
Examples = Variables A, B and C are randomly selected
from separate lists.
Kings{A} Poisonous{B} Axe{item} of Death{C}
Ice{B} Knife{item}
Dukes{A} Helm{item} of Minds{C}  
Fire{B} Boots{item} of Speed{C}

Using a random item formula means each new game will have new unique items!  And if expansions provide new variables it will multiple the number of possible items which can be found.

 

Any thoughts or questions from Stardock would be appreciated.   B)  

 

39,695 views 11 replies
Reply #1 Top

 

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Reply #2 Top

Well, obviously I'm not from Stardock, but my take on the Random item idea is that it's a very poor one. It pretty much does the opposite of what you want it to. The items become less unique and more generic, and personally I find that hateful. Take MOM for example, all the items were unique and it was great to see the different items in the game, they had a feeling of history to them, even though they only had names. If you have generic names like "King's sword of haste" then it becomes too gameish and less immersing.

 

Also, an idea I hope is implemented in the game(or will be) is the following:

 

The ability to choose different bonuses and abilities for the race/empire/channeler you are playing.

Now, the way it was handled in Galciv2 wasn't too good in my opinion, since all the bonuses and penalties were just that. A bonus of 20% to research isn't very interesting. Then you have MOM, where all the different traits(and amount of spellbooks) each had their own distinctive flavor. They provided bonuses that you otherwise couldn't really have at all. This made them all feel a lot more unique and fun.

 

Here, for example, let's say you can customize your channeler, and can choose spheres of elementalism to use. That's all well and fine, but that really isn't enough. What I crave is for a more specialized set of choices. Something that allows you to do things others can't. Let's say you take the "Warlord" attribute and it allows you to build unique units that can't be built without the trait, or you take "Master Channeler" and it allows you to use spells in manners that you otherwise couldn't.

 

Could be that this idea is already implemented, since I know little of the game. And even if it isn't, I think it's definately worth thinking about. :)

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Reply #3 Top

I think like tiavals : the choice of the race shouldn't only be about bonuses but about uniqueness.

What can my race do others can't?

It could be a change in the core-ruleset. For instance a "warrior" trait would be the only way to get units above the level cap (one or two more levels)

Moreover each trait should have a inconvenient. You have the "warrior" trait? It give you a diplomacy penalty of something like that. The choice of traits for your entire race should be a hard choice.

Reply #4 Top

I'm in on all account except 8, for the same reasons Tiavals mentioned.

I also like Tiavals idea about race choice. I think it would be neat if distinct choices would have synergic or a-synergic (what's the word for synergic opposite ???) effects - and in so making the race choice more interesting and fun.

Like take eight picks of fire and you get +2 bonus on all units damage.

Or, the more nature picks you take the faster your cities grow.

I can imagine more complex effects and relations between different traits.

 

Reply #5 Top

Quoting WraithLord, reply 4

Like take eight picks of fire and you get +2 bonus on all units damage.

Or, the more nature picks you take the faster your cities grow.

I can imagine more complex effects and relations between different traits.

 

Dominions 3 works like that and it's a good thing. But in dominions 3 the bonuses aren't always applied, only on "sacred" units that are blessed.

Reply #6 Top

On point 8, I think some of the thing here might be more about quality than it is about category. If a randomizing system is sufficiently complex and has a large enough source dataset, it should be able to provide both items and heros that reflect *the exact game you're playing* and not just Elemental in general.

I really have no idea how tall a dev-time order it would be to get to "sufficiencly complex." But I have little doubt that the fan base could help fill the source dataset, and the only trouble there would be deciding how and how much the devs wanted to cull the input. It even seems like something that might fit well into this mod broadcasting stuff.

Reply #7 Top

And I forgot about achievements ! Sins of a solar empire had it the good way : it adds high replayability. Trying to finish without using a single heal spell, with only the basic units or with only heroes would be a real test of skill.

Reply #8 Top

Quoting WraithLord, reply 4
(what's the word for synergic opposite ???)
Antagonism is the classic word for it: when two things are less than the sum of the two.


I suppose that would be accomplished by general dimnishing returns inherent in the system, what's the use of improving damange further when you already kill something in two hits? Wouldn't ensuring your own survival be more important then? Perhaps it could be worth it if you could manage to kill the enemy in one hit, but doubling your damage might require a lot of effects.


A suggestion I would like fulfilled: For magical items to have more interesting effects than generic improvements of stats of the wielder. Imagine a magical orb which allows its wearer to call upon lightning to destroy its enemies, or a blade which causes all slain by it to the serve its wielder in un-life as ghosts.



Reply #9 Top

Based on the support in another thread, I would add PBEM

Reply #10 Top

I am all about #6 and #7.

I love Multiplayer games but 85%+ of the time I play against just the computer so having a strong AI is a big plus for me.

 

Sammual

 

Reply #11 Top

 

The suggested Random Item Formula can be included along with Fixed items and Set items.  Obviously I have not described the differences between having ONLY fixed items compared with including a Random Item Formula.

Fixed Items:

Grendals Axe    Stats:  5 damage; +2fire; +1piercing

Grendals Shield   Stats:  8 Protection; +10% fire resistance

 

Randomly Generated Items:

Grendals {Fire} Axe     Stats:  5 damage; +4fire; +1piercing

Grendals Shield {of Spikes}     Stats:  8 Protection; +10 fire resistance; +2 damage

 

 

So the Randomly Generated Items are actually more unique due to the random variable thus providing more replay value.  All Stardock needs to do is add to the random list for items to become even more uncommon.