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Player Input: Professions

Player Input: Professions

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In Elemental, the player is a unit in the game (the sovereign).  Before the Cataclysm one presumes your character had a life.

What was it?

Each choice has a benefit to it.

Examples:

  • Masons get buildings built faster.
  • Merchants have more money coming in per turn
  • Swindler get bonuses on trade treaties
  • Thieves get more loot
  • Hunters are able to get "wild game” tiles they can build on.

So what other types of professions would you like to see in and what would be their bonus?

Off the top of my head here’s my quickie list:

  • Farmer. (Farms produce better)
  • Minister. (Lower upkeep costs)
  • Warrior. (Get better troops).

There’s really no limit to the number of professions here other than visual/UI.  So feel free to suggest what you’d like in the game.

176,361 views 103 replies
Reply #101 Top

I love the way that imaginations are running wild in this thread, but I think there are really two separate themes that the design team has to make some choices on:

  • Story-telling / flavor
    • If we're using a Channeler's background to create a more colorful back-story, then I think the choice of personal history/background is more important than the choice of profession.
    • At the end of the day, "profession" is too often just a fantasy cliche these days and adds very little to the storytelling.
  • Game mechanic
    • Lots of games allow you to choose profession or personal history to influence a Channeler's bonuses--this is a nice way to cater to a player's play style preferences, and adds more replayability.
    • If you go this way, I'm not sure that allowing 50 or 100 different profession choices does much for flavor.  It makes me feel more like I'm playing a spreadsheet, which was the only complaint I ever had with either of the GalCiv games.
    • If you want more powerful "skills" like in the old Master of Magic, I'd suggest doing that at the cost of other Channeler abilities--anything that's likely to get too powerful should be incorporated into the whole start-up mechanism.
    • I also like the idea of choices that don't just provide bonuses, but also introduce penalties or in-game limitations.  Those are the kind of choices you agonize over, and that's what drives in-game suspense for turn-based games.  The best games make you face tough choices, and those choices don't just revolve around "What's the opportunity cost of doing this first and that second?"
Reply #102 Top

How about a spoiled brat?

 

I did not read through all the responses but if it's not been said.

 

A channaler that was a price and now becomes master of all. His father spoiled him and that makes him unberable...

 

SOmething a bit like tha man in the iron mask. The king was a prick..

 

Could that be a profession spoiled prince?

 

 

Reply #103 Top

I don't personally mind building a "spread sheet" sov, if I get to have enough customization to make him distinctly unique. Wether that is by backstory (only useful in Role Play MP games) or some unique mechanic I get to add in that normally isn't available.

For instance, there is a "hidden" backstory, or something ... Hopefully Player created, were a certain combination of Talents and Weaknesses allows you to buy a Hidden Talent or Profession. In this way, you can create your own "extra" thing, which hopefully gives only slightly more than it takes away, for a certain style of play.

Now, the second option does seem a bit watery, so I would venture that such a thing would only be for mods.

 

One such unique trait could be ... recieves food from swamps (can build farms on swamps) but cannot move across desert/ half strength on desert.

Or, Cavalry troops train more quickly, and start with more HP at no additional cost, however all non cavalry troops take a hit in HP (about 10%).

Or, religious units (Fire) start with a bonus increased movement and attack speed (at no additional cost) and their fire-spells cost money rather than mana. In addition, any water spells (or spells that require water shards) cost money AND mana.