Akashir

Just how advanced will technology get?

Just how advanced will technology get?

The game lists technology as one of the major pieces of the strategy. What I want to know is how far could it be advanced? Can it be taken as far as gunpowder, steam and machinery? Or just to the edges of what is traditionaly considered fantasy?

26,526 views 36 replies
Reply #26 Top

Quoting Vandenburg, reply 24



Quoting Frogboy,
reply 23
I do know I'd like to avoid flying units but that's personal preference.


Nooo.

Won't please somebody think of the flying unicorns? Anybody?



 

But aren't dragons flying be default?

Or do you just mean, every unit can be attacked at mellee, even flying ones?

I'm confused (and flying-unicorn-less).

I think he just means machine flying units as I know dragons are in the game...

Reply #27 Top

There are spells and various effects that can be used vrs. flying creatures as well. Part of the arms (and magic) race.  *_*

Keeping the most of gunpowder tech and similar out is fine by me.

I am interested in seeing how the tactical battles will pan out.

Reply #28 Top

But, but, invisible flying warships...

I think a very rudimentary cannon could work, although I'd prefer magical siege equipment. Wouldn't really want to see muskets or pistols.

Reply #29 Top

I think a very rudimentary form of flying machine, musket and bombard cannon could work, as long as by that stage the magic and abilities of other typical fantasy military units are not overwhelmed by them. Remember, some factions utilise 'technology' while others focus on 'magic' (both seperate in terms of research and applicability)

Reply #30 Top

I'm indifferent regarding flying units. As long as there is plenty of variety to unit types/designs, I don't much care if any of them fly or not.

- Ash

Reply #31 Top

Quoting Asharak, reply 16

Quoting Skinner, reply 15

I always liked the idea of a random tech tree, a la MOO3.


If it was in MOO3, it could not possibly be a good idea.

- Ash

MOO3 had some pretty amazing ideas in there... it just that the execution was not up to par.

I actually liked the MOO (1) approach where the selection of technologies that you could research was random.  In some games, your scientists just didn't envision some technologies, and you had to work around their lack.

netWilk

Reply #32 Top

Quoting auboy105, reply 1
I think he just means machine flying units as I know dragons are in the game...

 

I concur. If it is not natural, it should not be methinks.

Reply #33 Top

Personly I don't think gun's would ruin the "fantasy" element of the game. If the game implements them much like the Warhmmer universe it would add to the "fantasy" element I think.

That being said, I still agree that they probably shouldn't be in the game. The problem...When factoring in the element of the tactical battles. Anyone who has played Medieval 2 total war will tell you what gun powder does to the game. Firstly they can punch through city walls way too easily and seriously upsetts the balance of the game. They would make defence very impracticle, and create a technology "rush" so to speak of who could get to the guns faster, taking away much from the game. Another problem is AI programming. While I know thats the Stardock guys speciality, it would be quite difficult. Again in Medieval 2 if you attack an enemy unit the AI was programed to wait for you to come to it...even if you have cannon's with a huge range. You could practically destroy half the enemy army this way, and they would just sit there and take it...the reason being the AI was mainly programed for close quarter combat, and simple ranged units such as the archers. It would make things even more imbalanced when you add in infantry rifles and things. This is why I'm quite sceptical about Empire: Total War. Basically guns will be a programing nightmare for you guys at Stardock, and it would create an atmosphere where the player feels he has to rush to research guns, or be destroyed, which will take away alot from the game.

Reply #34 Top

Something I would like to see would be golems... Not just stone golems, but something similar to the Fel Reavers in WoW, a mix of magic with machinery.

Mixing magic with technology can have some very interesting end results, such as an army of magically animated weapons or a factory where work is done much more efficiently by mages assembling things telepathicly. Or small spiked metal balls propelled forward at a high rate of speed towards the enemy by channelers. Magic is good on its own, and technology is good on its own... but when you put them together, you get really cool outcomes. If magic is part of reality, there actually would not be much of a different between the two. Both relie on the laws of hte universe to get something done. Since they are such similar things, I would say we should be able to at least integrate them together.

I think what I'm getting at here is I want the ability to do things similar to the Techno mages of the warcraft universe. http://www.wowwiki.com/Techno_mage

Reply #35 Top

I would like to add that I also wouldn't like guns to be in game.  I was digging what Brad was saying about the Silmarrilion, and was hoping that this would follow along with being somewhat Tolkien-esque.  In otherwords not going beyond the equivalent of Third Age technology.  The pinnacle of technology should be something like mithril forged, magic enchanted armor and weapons with the occasional trebuchet or catapult if you must, not gunpowder/steam powered technology.

Another thing, how long is a single game going to take in terms of abstracted time?  If the game lasts long enough to develop gunpowder tech then wouldn't your heroes from the beginning of the game all die of old age?  Is your channeler immortal?

Reply #36 Top

I agree with the poster who touched the subject of mutually exclusive tech.  It is annoying when it is implemented in such a way as to not fit the setting.  It can be done right, I've seen it.  When it is, it's VERY fun. 

As to mechanical units, anyone remember Fantasy General?  I loved how they did unit research.  I hated that they punished you for specializing, but oh well.  It was neat to be able to chose from magical creatures like unicorns, living trees, and dragons.  "Normal" units like skirmishers, swordsmen, pikemen, archers, etc.  And mechanical units like brassmen, seige cannons, and weird flying things....I don't recall all the units, but I bet one could do a quick Google search to find a listing.  It was fun.  Some of those choices wouldn't fit in this setting.  The mechanical things might not, but an artificer who could specialize in making enchanted items for his men, build golems of various type, and contruct enchanted roads, bridges, portal gates, floating castles, ect. might be fun.  :)

I loved MOM so much it's hard for me not to get into copy mode and want to suggest redoing everything just as it was...with enhancements of course.  MoM was such a fun game.  It says a lot that, even with it's now archaic implementation, that it's still being played to this very day.  It was just plain fun...   I have high hopes that Elemental will be just as timeless.  :)