Elemental: What features are holding you back
Hi everyone,
I want to start by saying I love Stardock and think this game could eventually become something special. I have followed Elemental since early Beta but have not made a purchase yet. I thought I would hang around till release to see what people are saying. So I confess .. the following is all entirely based on not playing the game yet. However, I've read many, many forum posts and played just about every other turn-based fantasy strategy out there.
I realize there must be other people like me out there, waiting in the wings for things to get fixed and improved before giving over your hard earned $$$. So this thread is for you guys. What features are you waiting for or hoping to see before purchasing elemental. Please try to list features and not just bug/stability fixes because I think its a given that they will be ironed out and pretty quickly. Warning: Some of this could be a bit brutal.
Here's my list:
1) Combat system (Stardock: learn what a bell curve is.)
This is for attack/defense and magic. * THE EVIL 1-N MUST GO!!! *
This is pretty non-negotiable for me - I will give it the most time because its what I am most passionate about. Elemental needs a better combat system. Please give me one example of a rich, deep, tactical turn based experience that uses such ridiculous 1-N damage ranges as elemental. Seriously, one of things that *seriously* concerns me about Stardock is that they actually seem to think this is a good system (they used it in GalCiv2 and never changed it, now they've gone with it again in Elemental!)
There's a reason why a D&D spell does 12D6 damage rather than straight 12-72. Linear distribution of damage like this is horrid in situations where the die size is very large. A gaussian system works so much better because damage will usually be 'in the ballpark' and variance can allow for some exciting contests and underdog victories without getting ridiculous (like the current system.)
This is completely obvious to me and many others, even on paper. Now its been shown to be horrid in practise as well, with people getting their champions and sovereigns that they've spent hours and hours building up being one-shotted by cave spiders. Seriously, tell me one other quality tbs/tactical game in the last 10 years that has had a combat system this badly (or simply NOT) thought out.
The same problem can be found in the magic system as well which allows for high level spell casters letting loose with damage which makes peasants laugh at them. A combat system should be 80% about stats/strategy and 20% (at most) luck - not the other way around. I don't have much spare time so if I lose a game of Elemental I want it to be because I've been autplayed and out-strategized not because my sovereign had a poor defense roll against a goblin.
2) Unit variety and purpose Units can't just all be boring stat-driven clones. They need to have flavor and distinctiveness - they need both active and passive special abilities, traits and talents. See just about any other decent strategy game in the last 20 years for how to do this pretty well (MoM, AoW-SM, Kings bounty, Homm5, etc.)
3) Balance between single-unit heroes, squads of regulars, etc. I think this will come with time and is probably more related to point 1) than people realize. Squad members should get seperate attacks not just pool their stats into one attack. This will allow for more predictable (but still random) and reasonable outcomes and champions/sovereigns will be much better when their defense is reliable and not "oh you rolled a 1 out of 200 your awesome defense means nothing."
4) Meaningful damage types and resistances. Again its been mentioned to death. Damage types and resistances should be much cleaner and meaningful. Resistances implemented as passive traits has worked really well in games like Shadow magic and kings bounty. Damage types should each have a distinct flavor, with a possible different 'side effect' for a critical hit.
5) Magic distinctiveness. Again mentioned to death and I'm confident this will get fixed. We need more interesting and varied spells, and for goodness sakes the spell books need to be different and have different strenghts/weaknesses/themes.
So for me, Number 1 is essential before I purchase. If 50% of the other 4 points get addressed I'd also be happy enough for a purchase.
So .. apart from bugs/stability ... whats holding you back from purchasing?