Brad Wardell's site for talking about the customization of Windows.

0577_004 

In Elemental, you design your own units. Give them whatever name you want to give them, equipment them with weapons, armor, helmets along with deciding how much training they need.

Creating a soldier or a scout or a knight or what have you boils down to how long it takes you to have the equipment on hand and training which is raw time. 

There is still "quick build" but that simply, at a cost, gets supplies to that town a lot quicker. It's like having your "stuff" sent to you via Fed Ex Air rather than UPS Ground.

So we're still playing around with this concept so would love to hear thoughts on it.


Comments (Page 5)
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on Dec 26, 2008

Ha ha, that confused the hell out of me .. seeing Bluestalker's avatar I briefly thought I'd written a meaty well considered post and then drunk too much to remember it!

on Dec 26, 2008

Jonny5446
Ha ha, that confused the hell out of me .. seeing Bluestalker's avatar I briefly thought I'd written a meaty well considered post and then drunk too much to remember it!

Oh wow, I totally thought that was you, too! It should be illegal for two people to have the same avatar, it's like identity theft!

on Dec 28, 2008

Looks good, and better than anything that's gone before but naturally and as usual I'd like more detail! MOAR!

e.g. different training for different effects, special abilities etc, see ideas post https://forums.elementalgame.com/332690

cheers,

kul

on Dec 28, 2008

Torment
Dear Brad....I am wondering about that picture what you drew.

Units will only have weapon/armor/helmet slots? That is _NOT_ enough. What about slots / number of arms for example? Even a simple human should be able to hold a shield and a 1h weapon or a 2h weapon. What if a creature will have 4 or more arms?

Also even if we are talking about normal soldiers, and not heroes, there should be an additional slot for leg armors...

 

Brad has already stated that the picture wasn't the full representation of the unit creation screen. While I'd also love to see a really detailed screen where I could put on pauldrons, arms, hands, boots and legs, the question remains: How will the Tactical Combat system work? Will there be benefits for having less armoured units? Will there be movement/attack speed/dodge speed stats? If it's simply HP and Attack then you might as well keep it simple, as sad a panda that makes me.

 

Luckmann

Quoting Tamren, reply 25I hope that we will be able to mod the weapons to be a bit more realistic. A cutlass and a machete are both swords but one works more like an axe and the other one cuts like a chefs knife. The difference between them would not be huge but would be very important when you get down to the 1 vs 1 combat scale. [...]
There's nothing to say that all swords are swords. There could very well be different kinds of swords, although I see very little reason to actually extend it beyond a number of base sets.

I basicly want to have everyone take a step back, breathe, and loudly ask themselves "We want this, but does this actually add something to the game?"

 

Luckmann has a good point. Also if anyone played the RPG "Evil Islands" you had a bunch of base weapon/armour types and you would put better and better building materials into these base blueprints to make the product better/different. So you find a longsword blueprint. Putting in stone will make a pretty crude looking implement, but put in something really sexy like Meteroite Ore into it and it becomes an awesome tool of destruction.

 

So, as for resources: why not have a bunch of different materials be on the same level so that if you have no access to metal deposits, you can hunt demons for their bones which might not do as much damage but could be enchanted better: make up lack in damage with slight magical kick. Or have the bones come with a slight magical attack as standard.


We already know that SD intend to have us improve weapons in small steps, so what about having a few base models of weapons that have different stats. So for example: We have a one handed axe that does more damage than 1-handed swords but have slower attack speed. Also having 1/2handed weapons would be nice (but that's most likely already planned). So they are different but not better than each other. Player can use personal preference to decide what sort of weapon he wants to follow and tech up.

Problem: this also limits the player: going for one handed axes would exclude other types of weapons.

Maybe as you research One-Handed Axes there would be milestones where new axe types would be unlocked to give a bit more flexibility?

 

 

on Dec 29, 2008

Brad,

Thanks much for continuing to feed us info

You asked for comments, so:

1) It'd be great if the list unit "slots" were moddable so if we wanted to add 10 more slots for left wrist armor, right pinky finger armor, back-of-the-right-shin armor, etc we could.  Question: you mention "you just get a person", is that the only base unit type that allows design?  You've told us about dragons and stuff and I imagine those aren't just "a person" plus gear.  Can non-person units be designed, and will the architecture support them being modded to have different gear slots?

2) I'd also really like it if training "levels" could be moddable to give a modifier to practically any stat or characteristic (giving special abilities could be done through gear, if necessary).  Questions: Do all "a person plus gear" units gain the same benefits from training?  How are you handling the degree of training or "levels"? Are there xp tiers and each turn of training gives a certain amount of xp?  Can units gain xp in battle, and is it the same stuff as they get from initial training?

3) Unit production types of bonuses:
a.) Downward Multiplier on "quick build" additional cost (e.g. hero that takes 10-20% off quick build premiums)
b.) Multiplier on effect of training time (e.g. special building or city enchantment that doubles effectiveness of training in that city; or negative enchantment that halves effectiveness of training in that city)
c.) Special that makes training impact additional statistics (e.g. city enchantment that causes training to add +1 more attack power per turn)

Etc, having every modifier-source (including initial game setup picks) be able to apply every type of modifier either positive or negative is of course preferable.

Thanks again,
Keith

on Dec 29, 2008

Zeroscape
We already know that SD intend to have us improve weapons in small steps, so what about having a few base models of weapons that have different stats. So for example: We have a one handed axe that does more damage than 1-handed swords but have slower attack speed. Also having 1/2handed weapons would be nice (but that's most likely already planned).

Its important not to pidgeonhole weapons into specific roles. For example if you made an axe for you channeler he would be able to split wood to make his campfire. However to drive stakes into the ground to set up his tent he *must* have a hammer and all he has is his axe. If you at that point say "why can't I use the flat side of my Axe to hammer pegs?" and all the game can come up with is "durrr hurr?" then you have a little work to do.

Therefore we should avoid labeling things as "one handed" or "two handed". Instead one handed weapons are simply weapons of the correct size and weight that you can lift and wield them with one hand. Two handed weapons are much the same. Its impossible to wield something with both hands if you don't have enough room on the grip for both of them. A spear would be no trouble but there would be no such thing as a two handed butter knife.

"Is the weapon one handed or two handed?" Is a trick question, the answer is "I can".

on Dec 29, 2008

Does unit customization mean race distinctions weaken?

I mean we all have a stereo type sense that dwarf are good at axe, hammer; elves are good at bow, drows are good at magic from MoM1.  I am not sure if it's a good thing if the unit customization could be extend to a level where the race might be irrelevant.

Or am I worrying too much?

 

 

on Dec 29, 2008

Well, there is only one race humans with two flavors regular and fallen each having 6 factions that are all a bit different. 

on Dec 30, 2008

When custom content goes in I'm sure you could add racial modifiers. Balancing them could get annoying however.

on Dec 30, 2008

Darkodinplus
Well, there is only one race humans with two flavors regular and fallen each having 6 factions that are all a bit different. 

Well, thanks. But all human?    Does that mean there is no elf, dwarf, orc, troll... units to produce?

Doesn't sound too good.

on Dec 30, 2008

IMO the whole elf dwarf orc mix is stereotyped to the point of blandness. I guess at this point most of us are tired of bow using elves, axe using dwarves, evil orcs and regenerating trolls.

on Dec 30, 2008

Tamren
IMO the whole elf dwarf orc mix is stereotyped to the point of blandness. I guess at this point most of us are tired of bow using elves, axe using dwarves, evil orcs and regenerating trolls.

Sorry, but I kind of disagree here. Somewhat it's those stereo type that make a fantasy game what it is. 

That is not to say I am against the flexibilities. But what if we have boar-riding elves that regenerate, fire-breathing knights that stalk, or fairy that wield war club that also drain life? Doesn't that feel "a bit" wierd?   Or simply put it this, to remove the stereo types, we could actually call the red dragon "fire-throwing flying giga machine"

I put some exaggerations here, but hope someone could get my points.     

 

 

on Dec 30, 2008

Rillafane

[...]
That is not to say I am against the flexibilities. But what if we have boar-riding elves that regenerate, fire-breathing knights that stalk, or fairy that wield war club that also drain life? Doesn't that feel "a bit" wierd?   Or simply put it this, to remove the stereo types, we could actually call the red dragon "fire-throwing flying giga machine"
[...]
While the other suggestions are silly (how would a pixie wield a war club in the first place? How do you stalk with a knight-like armor (the fact that knights doesn't necessarily have armor notwithstanding)?), I reacted to the boar-riding elves that regenerate. Why do you feel that Boar-Riding Elves that regenerate would be odd? Do every elf have to be a bow- or dual-wielding retard that lives in "the deep and mysterious forest", with inherent spellcasting?

I raise the drows of Eberron as an example of "doing it right" instead of "doing the same". I'd also like to bring forth his eminence David Eddings who rarely (ever?) uses other (major) species than human (although often a multitude of actual races) in his settings.

Dwarves & Elves in themselves doesn't define fantasy, nor does Fantasy need these crutches by necessity. The reasoning behind their inclusion or discrimination may differ (such as "they're tiresome & bland"), of course.

on Dec 30, 2008

Luckmann

 Do every elf have to be a bow- or dual-wielding retard that lives in "the deep and mysterious forest", with inherent spellcasting?

Then does every pixie happen to be tiny and fragile? What if there happened to be some mutant fat fairies that is savage and possessing ogre strength? Or like you've mentioned, do knights have to wear heavy armors? Comparing to a regenerating boar-riding elf, it's simply a level of difference. And the debat could keep on and on until all the "stereo types" are overthrown.



Dwarves & Elves in themselves doesn't define fantasy, nor does Fantasy need these crutches by necessity. The reasoning behind their inclusion or discrimination may differ (such as "they're tiresome & bland"), of course.

You are certainly right. What left here is my curiosity how the Dev is going to present the diversities that should exist in a fantasy strategy game without employ some of the old-school fantasy elements?

on Dec 30, 2008

Rillafane
Then does every pixie happen to be tiny and fragile? What if there happened to be some mutant fat fairies that is savage and possessing ogre strength? Or like you've mentioned, do knights have to wear heavy armors? Comparing to a regenerating boar-riding elf, it's simply a level of difference. And the debat could keep on and on until all the "stereo types" are overthrown.
Because a pixie is still a pixie. No-one would contest that fantasy elves have pointy ears and frail builds - that doesn't mean that every bloody elf have to conform to the same bloody enviromental and sociological paradigm. And no, knights really doesn't have to wear platemail and ride horses. Knight is a title and/or rank.

In this context, I'd once again like to voice my request for not having set hero classes and/or heroes - I'd love to be able to recreate Knight-Ranger Sarathian Sol, of the house of Sol.

Rillafane
You are certainly right. What left here is my curiosity how the Dev is going to present the diversities that should exist in a fantasy strategy game without employ some of the old-school fantasy elements?
I've got two requests and a point.

  1. Read some David Eddings.
  2. Burn your Tolkien bibles.
  3. Fantasy doesn't necessarily need diversity (although like any setting, it can certainly benefit from it).

 

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