Philocthetes Philocthetes

Essence Should Be Really Essential

Essence Should Be Really Essential

A late-spring, pre-beta fantasy

I've really enjoyed seeing the pre-beta chatter pick up recently, but amidst the interesting new ideas and arguments are a bunch of things that remind me just how little we've heard from the devs so far about how essence will work.

I vacillate wildly between finding that fact very frustrating because I have nothing substantial to chew on while brainstorming and being very hopeful that the devs are still working with a wide range of possibilities and there's a chance I might actually see the essence system reflect at least a few of the traits that I think would both be fun for me and a big help in differentiating Elemental as a fantasy PC game. This daydream of mine has been ongoing since the moment I first learned that the game would include both something like 'traditional' mana and a different magical asset that is tied directly to the channeler/ruler.

So, here are a few law-like properties that I hope to see for essence in Elemental:

  • Essence is a personal "stat" for the channeler (you the player) and not a resource stream like mana in MoM or Iron in Civ. Whether you spend essence on restoring lands, annointing champions, or enhancing spells, you cannot count on ever replacing that essence. But, you can hope that you'll be lucky enough to do so.
  • Channelers can gain essence via:
    • A very slow/long chart for 'basic experience points'
    • Quests to gain essence
    • A gift from a friendly channeler (need I note "very rare?")
    • Draining essence from rival channelers
    • Earning gifts from a Very Rare Fantastic Creature (e.g. an elder dragon or a fairy king)
    • Draining essence from a Very Rare Fantastic Creature
  • With adequate knowledge/skill, channelers can use essence to radically enhance mana-based spells:
    • Remove mana upkeep for an overland spell
    • Remove mana upkeep for a unit-enhancing spell
    • Raise damage from an aggressive spell by order(s) of magnitude
    • Convert a tactical combat spell to an overland spell (a defense spell boosted this way might need mana upkeep)
    • Forge artifact-level magic items (good catch, Darkodinplus)
  • Imbuing champions with essence establishes a magical connection that enables a champion to know which way and how far the channeler is and enables the channeler to call the champion home. Additional essence can
    • Provide general knowledge of champion's local context and transmit general orders
    • Provide detailed knowledge of champion's local context and enable the channeler to assume tactical combat control
    • Fundamentally enhance the champion's combat abilities/stats
    • Enable the champion to cast 'regular unit' combat magic (if such exists)
    • Enable the champion to learn and cast channeler-level spells using mana from the channeler's reserves
  • Imbuing land with essence establishes a magical connection (ownership)
    • Fog of war is eliminated regardless of unit/structure presence
    • Channeler's tactical combat spells have no range penalty on imbued lands
    • Some overland spells are cheaper or only work on imbued lands
  • Military conquest and 'peaceful' changes of ownership require essence reconciliation
    • Conqueror or newly-chosen leader can spend 1:1 essence to assume ownership--channeler who lost territory regains essence
    • Conqueror or new leader can attempt a massively mana-expensive ritual (possibly including lots of local human sacrifice) with chance of seizing ownership of territory at no essence cost and chance of spending both the essence and the mana

(I admit that the 'essence reconciliation' stuff is much about my hopes that late-game, very large Elemental maps will still be mostly wilderness.)

46,979 views 89 replies
Reply #51 Top

If both players lose their queens

Now there's the problem. You are aauming that two people run out of essence at exactly the same time. Who says that this is what would happen. If you run out before the other guy does, you get screwed in a most unpleasant fasion, and it would be really boring if the other guy is weak/slow. But the bigger problem is, if you run out of essence and have no way to get it back, then you can no longer expand your empire (because you have to imbue land to make it usable). If you and the other guy both run out of essence at the same time and are not physically connected, you could concievably wind up in a stasis situation. Not fun at all.

Reply #52 Top

And, all/most players would probably 'lose their queens' during any particularly long game. But even in chess, the queen is often one of a player's last remaining pieces - even in long matches. It would just be a terrible feeling to think, "this game is going to go on for a long time... sigh, I'm going to lose my que- er, run out of essence long before it's over." That just doesn't seem like an exciting prospect.

Edit: "Losing their queens" sounds risqué...

Reply #53 Top

Well, there is the nmatter of wheter it is "destructible", as well: i.e. if the essence you expand can ever come back in some form, maybe not necissarily to you and not necissarly easily, or if it simply dissolves into the firmament and is never seen or heard from again.

Reply #54 Top

Quoting pigeonpigeon, reply 25
 maybe a very small but constant trickle of it over time. It shouldn't be tradable or mineable or any mundane thing like that. And I think it would be just as precious as if there were an absolute limit on it.

That is more or less what I proposed earlier in this thread. Obviously, I have not idea how the system is going to work but let's say basic level essence usage (noticeably strengthen a hero, noticeably strengthen a spell, cast a weakened but still potent doomsday spell) costs 5% of your total essence. In my proposed system once your Channeler had used all his essence up a type of core essence would kick in that would slowly regenerate to the maximum of whatever essence level would give the Channeler basic functionality. In this particular example that would be 5% of your max. This way you can still do cool essence related stuff but very slowly and with diminished power. So the "To use essence or not to use essence? That is the question." would still be a very potent and decisive game mechanic.

I would also personally like it if essence was based on some stat and as your Channeler leveled up he would gain access to his true abilities (via increasing reserves of essence to his maximum) at which point you could never get any more essence but as stated above when you used all your essence up a basic amount would slowly regenerate.

Reply #55 Top

Quoting Darkodinplus, reply 4
That is more or less what I proposed earlier in this thread. Obviously, I have not idea how the system is going to work but lets say basic level essence usage (noticeably strengthen a hero, noticeably strengthen a spell, cast a weakened but still potent doomsday spell) costs 5% of your total essence. In my proposed system once your Channeler had used all his essence up a type of core essence would kick that would slowly regenerate to the maximum of whatever essence level would give the Channeler basic functionality. In this particular example that would be 5% of your max. This way you can still do cool essence related stuff but very slowly and with diminished power. So the "To use essence or not to use essence? That is the question." would still be a very potent and decisive game mechanic.

Your method somewhat alleviates one of the issues, but it is still there. If I cast a world-wrecking spell and the world manages to recover, and the game continues for a long time after, I want the option to cast another world-wrecking spell. If my essence can only increase back to some small fraction of the original total I won't be able to do that (and the notion that a 'potent doomsday spell' would only cost as much essence as strengthening a champion is ridiculous...). 

Reply #56 Top

test

Reply #57 Top

I was under the impression the Essence is finite, however magic shards spread across the realm can be found to provide new Essence. 

Ideally the game would provide at least two options... one being finite amount and the other allowing a regeneration of essence over time... perhaps a slider by how much it regenerates as well.

Reply #58 Top

Quoting pigeonpigeon, reply 5

Your method somewhat alleviates one of the issues, but it is still there. If I cast a world-wrecking spell and the world manages to recover, and the game continues for a long time after, I want the option to cast another world-wrecking spell. If my essence can only increase back to some small fraction of the original total I won't be able to do that (and the notion that a 'potent doomsday spell' would only cost as much essence as strengthening a champion is ridiculous...). 

 

Actually you would be able to cast multiple doomsday spells with some kind of limited essence regeneration just not at their full power which sounds reasonable to me. I’m a firm believer in you can’t have your cake and eat it to especially when a system is suppose to carry some high opportunity cost. I would suggest if you want the ability to cast multiple doomsday spells to simply save the appropriate amount of essence for said spells. Either that or aim better :grin:   lol.  

To go off on a tangent for a second I’m curious how you came to the conclusion that a weakened though potent doomsday spell and hero empowerment aren’t comparable when the vast majority of our knowledge concerning essence is a big question mark? Just for example if you had an essence spell that use to jack up the whole world but now only screws up 20 square miles you wouldn’t consider that potent? I mean at this point who is to say that increasing a champion’s abilities by X percentage isn’t comparable to a doomsday spell that only destroys X miles vs the entire world. (anything to the contrary is ridiculous……)

 

Reply #59 Top

Quoting pigeonpigeon, reply 25
Yeah, I know that even if channelers run out of essence they'll still have mana and their regular spells...

What, you've got a mind-reading spell going already? The devs have said almost nothing about essence in general, and absolutely nothing about how it might relate to a channeler's ability to use mana. It seems very plausible to consider that your ability to channel mana is directly dependent on your essence 'stat.' That would explain the idea of late-game essence hoarders being magical badasses--it might not be that they have the essence to spare for a world-wrecking spell, but that a world-wrecking spell (very high mana cost) will take much longer to cast if you have very little essence left. IMO, getting to zero essence should be effectively Channler Death/End Game For You.

On the imbued-lands stuff, I have a lot of sympathy for folks who balk at reclaiming essence after a military loss. I'm not married to that idea at all--but I am still very fond of the idea of channelers being personally connected to anything they 'imbue,' and that 'full conquest' needs both a military and a magical phase. Maybe it's because I'm more of a role-player than a wargamer that I don't see essence reclamation as "trivializing" essence. Anyway, the flip side of that coin for me is that treating essence-spent as a plain sunk cost changes essence from a fascinating innovation in gaming magic into just another resource, magical in name only.

Reply #60 Top

You should be able to get mana from your subjects if you set yourself up as their god.

Reply #61 Top

Quoting GW, reply 9

IMO, getting to zero essence should be effectively Channler Death/End Game For You.

I rather like this idea. Although if death was considered to extreme a severe loss of power would be acceptable. You could have safety margins for essence abilities adding another layer of depth to their use. For example abilities highlighted with the following colors.

Red: Have 20% below the required essence for an action, high risk of death or power loss. 

Yellow: Have 10% below the required essence for an action, low risk of death or power loss

Blue: Have the required essence for an action, no risk of death or power loss. 

Of course, depending on how essence is handled in the game this may or may not be possible. 

Reply #62 Top

Red: Have 20% below the required essence for an action, high risk of death or power loss.

Yellow: Have 10% below the required essence for an action, low risk of death or power loss

Blue: Have the required essence for an action, no risk of death or power loss.

Of course, depending on how essence is handled in the game this may or may not be possible.

Good idea. That would be a great balance between a saftey net and trivialising essence.

Reply #63 Top

We're making a lot of assumptions about how much essence certain things will cost, I've noticed. For one, we're assuming that exceptionally powerful spells will require a significant amount of essence. That may be true, but I remember something Frogboy said that gives me pause about that.

The mechanics in Elemental are a bit different than the typical 4X game because even in terms of warfare, there are very different paths. For instance, Player A may have a huge army ready to steamroll but Player B may have an incredibly powerful sovereign who can wipe out vast armies and Player C may have built up an incredible well of mana that can be used to decimate vast swaths of the world and all three of these things could come together at once based on which path players take and of course all 3 could lose to Player D who wins through the quest victory condition if they're not careful.
(from https://forums.elementalgame.com/329219).

On a second reading, it sounds to me like the solution is something we didn't quite think of: essence is not so much a currency to spend on magic, but a currency to spend on heroes/cities/land. Your channeler doesn't spend essence on being destructive or healing or whatever, but rather his power with spells (which take mana) is determined by his personal essence. I'm thinking that essence quantity is kinda like casting skill in Master of Magic--having invested much of your passive magical capability in restoring the lands around you or making your heroes more powerful, you can no longer do as much as you once could with active magic.

Reply #64 Top

Indeed Now that I do some digging, the devs never actually SAY that any spells will cost essance: that was purely a community assumption.

Reply #65 Top

Quoting Scoutdog, reply 14
Indeed Now that I do some digging, the devs never actually SAY that any spells will cost essance: that was purely a community assumption.
It really depends what you consider a spell. I'd say that revitalizing the land could definately be considered a spell.

But I don't think that anything but possibly the most world-wrecking spells will cost Essance, if any spells will cost essance at all (which I still somewhat doubt). Other than that, it seems that essance will mostly be used to imbue others. Be it heroes to allow them to cast spells or the land.

I can also see essance play a part in creating high-level items.

Reply #66 Top

Quoting Scoutdog, reply 14
Indeed Now that I do some digging, the devs never actually SAY that any spells will cost essance: that was purely a community assumption.

Scott's journal from May 18 opened with some spell sketches that included essence as part of the cost. When some folks balked a bit at that, he indicated that the current plan has mana+essence spells for 'creating' or 'imbuing' something. I guess part of my impulse for starting this thread was a hope that the vast majority of spells would be mana-only and that anything you did with essence was going to be 'serious,' i.e. more substantial than a one-time scan of unexplored territory or a one-time fillup for your granaries.

Quoting Legerdemain, reply 13
We're making a lot of assumptions about how much essence certain things will cost, I've noticed. For one, we're assuming that exceptionally powerful spells will require a significant amount of essence. ...

Depends on who you mean by "we." I'd be perfectly happy to see essence+mana spells completely limited to restoring lands, annointing champions, and creating artifact-level magic items.

And maybe I've been alone so far in thinking that essence was a factor (a channeler stat like strength, wisdom, or dexterity) in how much mana you can channel at a given time. Probably some unconscious Wheel of Time thinking there.

Reply #67 Top

I'm going to go ahead and paste the relevant post mentioned by Swicord, since I just made a post in another thread and still have it on Paste.

Quoting BoogieBac, reply 12
[...]

Not all spells cost essence, just the ones where you're 'creating' something or 'imbueing' something (at least from my understanding). You'll have MANY spells to cast that dont sap your essence, but the ones that do will be considerably more potent.

[...]

Reply #68 Top

Yeah, that would make sense. I could even live with a finite essence system if that was the case.... but there are still problems. If you run out and are unable to imbue anything, it would still be a long, painful, and boring (although slightly less so) death.

Reply #69 Top

Quoting GW, reply 16

And maybe I've been alone so far in thinking that essence was a factor (a channeler stat like strength, wisdom, or dexterity) in how much mana you can channel at a given time. Probably some unconscious Wheel of Time thinking there.

 

I agree essence should be based on a stat but I lack sufficient information to decided wether it should affect total mana comparable to intelligence or wisdom in most games. I could see the essence stat having some sort of passive bonus on mana spells where it increases their damage or duration though. 

Reply #70 Top

Quoting Darkodinplus, reply 19
... I agree essence should be based on a stat but I lack sufficient information to decided wether it should affect total mana comparable to intelligence or wisdom in most games. I could see the essence stat having some sort of passive bonus on mana spells where it increases their damage or duration though. 

It's the word "channeler" itself that's driving my speculation here, perhaps in combination with thinking about how Jordan's channelers work with saidin and saidar. And this morning, I could swear I almost remember some never-very-popular tabletop RPG where magic users had a basic stat that was only about how much mana they could handle at a given time (not wisdom or intelligence). If it existed, it was one of those that I only got to read and could never get a crew to actually try playing...

Reply #71 Top

If essence also determines a channeler's magical ability (either in mana or spell effectiveness), then running out of essence would mean no more magic for you (or possible just crappy magic). Either way, things are supposed to get more interesting as the game progresses, not go backwards. That is my fear with pre-determined finite essence. Regardless of what essence is or isn't used for, I can't imagine that the game becomes more fun when you run out of it.

Reply #72 Top

This brings back my idea of a closed-loop system: you can store essence in yourself or artifacts, and move it (often by force) between channelers, but whenever you add up the total amount of essence in the game, you always get the same amount.

Reply #73 Top

Quoting GW, reply 20



Quoting Darkodinplus,
reply 19
... I agree essence should be based on a stat but I lack sufficient information to decided wether it should affect total mana comparable to intelligence or wisdom in most games. I could see the essence stat having some sort of passive bonus on mana spells where it increases their damage or duration though. 


It's the word "channeler" itself that's driving my speculation here, perhaps in combination with thinking about how Jordan's channelers work with saidin and saidar. And this morning, I could swear I almost remember some never-very-popular tabletop RPG where magic users had a basic stat that was only about how much mana they could handle at a given time (not wisdom or intelligence). If it existed, it was one of those that I only got to read and could never get a crew to actually try playing...

Did Rolemaster have a system like that? I played that for a couple of years, but I don't remember - it sounds vaguely familiar though.

For people that are afraid of running out of essence - don't run out! For every chicken little "what if" I haven't seen how a slow regen of essence helps, and often what is suggested trivializes it.

I picture essence as your innermost self, and sometimes there just isn't enough of "you" to go around.

Limited essence makes essence more valuable and the decisions of when to spend it critical. If you are worries about running out, then I have no problem with being able to "level up" your channeler to get more essence. But I would hate for it to recharge your "essence battery" rather you could access inner reserves that you didn't know you had. It may seem a slim distinction, but it is a significant one. The "trickle/recharge" means that you can just hole up and hide and wait for a recharge - again this trivializes it imho. And leveling up I think should follow the levelling curve of D&D or popular MMOs - the first levels should come pretty easy and fast, later levels should require some pretty major accomplishments to gain (I don't even know if they are doing levels, lol). I also don;t think that there should ever be a level cap. That way no matter how long a game went, there would always be the ability to gain level and access more essence.

It seems like the people overly concerned about running out of essence want to have their cake and eat it to. Sometimes, making serious choices and dealing with the permanent consequences actually increases the fun and makes you feel like you are doing something major - using essence I think should have that feel of "This is one of the BIG STRATEGIC decisions". Recharging and recouping are two ways that I feel really diminish essence. I agree, having ways to get more is important for long (never-ending?) games. I know one thing I want to do is sandbox my empire long term, and it would suck to do that with no essence EVER.

Reply #74 Top

The levelling-up idea does not sound like it would work for one simple reason: there are a finite amount of levels, and just saying that there should not be a level limit doesn't fix the fact that you need to essentially hard-code the stat increases of a level-up, so it is impossible to have infinite levels. Besides, with a level curve, the amount of kills or whatever rapidly approaches the rediculous.

Reply #75 Top

Easily remedied. At a "high level" (I have no idea they could scale it so that 10 was high or 100) but at that point, stop the "curve" and have it a fixed amount and a fixed amount of essence. Then you just make the variable that holds "level" something insane like 32,648, and if they ever rolled it over just grant them infinite essence and grant them the title God of the World.