DerekPaxton DerekPaxton

The coming 1.1 patch

The coming 1.1 patch

  We have been hard at work on the 1.1 patch.  Today we built an internal alpha which went to our testers and they began reporting issues, bugs, etc.  Our feature list isn't completely implemented yet, there are still a few things to checkin but I expect that they will be all in by Monday.  The team has been told to focus on bug fixes and polish between now and next Thursday (11/18/2010) which we are targeting as the date for the release of the public 1.1 beta.
  What is coming?
  Toby already posted about the two major changes coming in 1.1.  Global Mana and Population as a resource (in that improvements consume population).  Global mana is a significant change to the magic side of the game, and all the spells have been adjusted to account for it.  Population to improvements is a significant change to the economic side of the game, forcing players to balance their population between economic, production and military goals.
  There are a lot of UI improvements, one of my favorites is the city idle popup.  You now get warned when a city has nothing let in its queue, and you have the opportunity to jump right to it.
  But 1.1 also includes a rebalancing of all the stats, combat, equipment and creatures.  The goal here is to visit all the core stats, baseline them and make sure the numbers are reasonable.  Toby has been working on it and I don't envy him, its a herculian task and it won't be perfect right out of the gate but it will be a step in the right direction and we will be looking for opportunities to make it even better.
  One detail part of the rebalance is that we had to review what all the stats did.  This is was they do in the current version of Elemental:
Strength- Every point of strength over 10 gives +10% to damage.
Dexterity- Every point of dexterity over 10 gives +10% to your armors absorption (aka:defense).
Constitution- Constitution is added to your max hit points.
Intellect- Intelligence is used by various spells to adjust damage/effects.
Wisdom- Wisdom was kind of a non-used stat but in some places Essence was referred to as wisdom, Essence increased your max MP.
Charisma- Charisma is used to reduce the cost of recruiting NPC's (champions).  Charisma didn't do anything for champions.
  In 1.1 they have been changed to the following:
Strength- Modifies damage
Dexterity- Modifies dodge
Constitution- Modifies hit points
Intelligence- Modifies spell resistance, boosts some spells, required for Champions to cast some spells
Charisma- Sovereigns Charisma modifies Champion recruit costs.  Champions and the Sovereign give a prestige boost to the city they are in.
  That leaves us with the following formulas:
Attack (which is damage) = Weapon Attack + ((Strength - 10)/2)
Defense (which is damage absorb) = Armor Defense
Accuracy = 15 + (Level * 2)
Dodge = Dexterity / 2
Hit Points = 10 + ( (Constitution / 5) * (2 * Level) )
Spell Resistance = Intelligence / 2
Prestige Boost in City = Charisma / 5
  Elemental uses opposing roles for combat.  So if I have 23 Accuracy (I'm 4th level) and you have 5 Dodge (you have a Dexterity of 10) then we both roll from 1 to our rating and the highest roll wins.  I get a random number from 1-23 and you get a random number from 1-5, meaning there is about a 87% chance I will hit you.  The numbers are strongly weighted in the attackers favor as we didn't want to have long strings of misses going back and forth. (in fact as I look at it now I think it may now be weighted enough, we may need to change accuracy to level * 3)
  The nice thing about this system is that it never becomes impossible to hit or damage anyone.  It may become unlikely, but its never a waste of your time, and no creature is ever not a threat.
  Strength modifies damage as it did before but its no longer such a huge impact.  We were having problems balancing weapons because a 15 attack weapon on a 40 strength guy is 45 attack.  Now that would be a 30 attack, still huge but workable.
  Dexterity used to add to your damage absorption.  Which is fairly non-intuitive for Dexterity and kept us from designing more specialized creatures.  We want some creatures to be easy to hit and hard to damage, and others to be hard to hit but easy to damage, to makes them more or less difficult against different parties and attackers.  It gives us design room to grow into.
  Constitution now modifies hit points per level.  But the most important part is that hit points are now modified per level!  As your sovereign and champions levels up they will gain hit points, no more glass cannons.  We have played with a few numbers to get a progression that values level and the players constitution reasonably, but all the above formula's might be tweaked based on playtest feedback.
  Wisdom is gone now.  There are now 5 base stats (as there are 5 factions on each side, 5 tech tree branches, etc) and Intelligence is the "magic" stat.  We have to balance this stat a bit differently than most games because every sovereign is a caster but we don't want to make it isn't worth putting points in other stats.  We also use it as a limiter for what spells champions can cast, but your sovereign's don't have the restriction.
  Charisma is our non-combat stat.  We really wanted to allow players to build sovereigns that were never planned for combat.  They stay at home.  Charisma is a great stat for that.  The city your sovereign is in will get increased prestige, you can recruit cheaper champions (and let them fight your wars for you) and if you recruit high charisma champions you can use those in your cities to push prestige even higher.
  So why do we focus on stat adjustments?  It certainly isn't the sexiest part of the game, and many players will play without even noticing they changed.  From a code perspective removing a stat is harder than adding a stat (since you have to get everything that references it) so it's a lot of work without much direct payoff.
  The reason is that it's where you have to begin to balance anything after.  In order to balance the armor we have to know what the stats effect on armor is (formerly +10% per point of dex over 10, now no effect on armor).  In order to balance weapons we have to know strengths exact effect, previously we couldn't create high attack weapons because strength had such a huge impact that it was exponential.  Making strength more linear allows us to make weapons more varied.  Now that we have accuracy and dodge in we can create big weapons with high damage but penalties to hit, or small weapons with bonuses to hit or speed, but low damage.  We have more range to work with.
772,650 views 259 replies
Reply #226 Top

Quoting Tridus, reply 224

Quoting alaknebs, reply 223so.. how does imbuing work in 1.1? (without digging through a few hundred pages that is...)

 

i mean currently, the sov sacrifice max mp to give someone else some max mp...

with shared mp, does it cost anything?
1 mana/turn to maintain it.

 

So I can now Embue a Champ with 30 Mana, drying up the current Pool, then refill the Pool for both casters use at a cost of 1 mana in maintenance cost from said Pool, per turn?

That doesn't sound right if I can regenerate the Pool based on City levels given the proper infrastructure or whatever?

Can we get some clarity on this, and how Summoned monsters inherent Mana use affects the Global Pool via maintenance costs... please.

Reply #227 Top

Quoting <span>Gazz</span>_, reply 157

Good, maybe, but I don't think it's a very logical point. =P

I understand  "non-combat build"  as a farmer or miner.  Getting XP from quests is completely against staying at home farming or mining.
Rescueing princesses or sorting through bones on old battlefields does not make you a better farmer.

However, getting "real XP" from the staying at home bit is a balancing issue because you could level up your champs at home without any risk,
putting all the level up points into casting / fighting stats and effectively training "fighting champs" without every risking their hide in a battle.
That also has to be avoided.

The only real alternative is a skill system where  "staying at home farming or mining"  only increases said farming/mining skill
but not the general level of the champion - or only increases the normal level veeeery slowly.

It's a general  issue with experience point systems for RPGs computer or P&P. If you talking logic you don't become a better researcher, scribe or administrator by sticking a sharpened piece of wood up a bandits.......:-). well you get the point, no pun intended.

So yes really a skills based system that improves the skills and attributes you use is the only realistic way of allowing both combat and non-combat builds and is also far more true to life. This is impossible and mostly not relavent in P&P RPGs, but in a stratergy game like elemental where some heros may be non-combat orintated it matters and frankly a trivial thing for a computer to do it just needs an experience variable and wieght for each attribute and to associate skills with attributes.

Reply #228 Top

Quoting econundrum1, reply 227
It's a general  issue with experience point systems for RPGs computer or P&P. If you talking logic you don't become a better researcher, scribe or administrator by sticking a sharpened piece of wood up a bandits........ well you get the point, no pun intended.

So yes really a skills based system that improves the skills and attributes you use is the only realistic way of allowing both combat and non-combat builds and is also far more true to life. This is impossible and mostly not relavent in P&P RPGs, but in a stratergy game like elemental where some heros may be non-combat orintated it matters and frankly a trivial thing for a computer to do it just needs an experience variable and wieght for each attribute and to associate skills with attributes.

Like Oblivion. The only problem is it's not trivial to determine what causes what to level up. Do I gain levels in merchant by doing nothing? By sitting in town? Does that mean that all champions will become merchants? What determines how many hps you have? How high your stats are, etc. And for a newer player, such a system is much more complex and confusing. Not something I think needs immediate attention.

Reply #229 Top

Quoting Sythion, reply 228

Like Oblivion. The only problem is it's not trivial to determine what causes what to level up. Do I gain levels in merchant by doing nothing? By sitting in town? Does that mean that all champions will become merchants? What determines how many hps you have? How high your stats are, etc. And for a newer player, such a system is much more complex and confusing. Not something I think needs immediate attention.

You could do it by saying that a champion who already has a skill like "Merchant" can become a better merchant while sitting in town acting as a merchant, and thus gain XP from it (if the skill is driven by his INT/CHA stats). But a unit without such skills is considered a warrior and won't gain XP except in combat (and would never transform into a merchant).

Reply #230 Top

If I can remember correctly Birth of the Federation had training facilities that gave your ships exp for spending turns at that system doing nothing/training.

Maybe a similar thing could be done here. A building that gives a certain amount of xp per turn based on the heroes Charisma.

Reply #231 Top

Quoting Tridus, reply 229



Quoting Sythion,
reply 228

Like Oblivion. The only problem is it's not trivial to determine what causes what to level up. Do I gain levels in merchant by doing nothing? By sitting in town? Does that mean that all champions will become merchants? What determines how many hps you have? How high your stats are, etc. And for a newer player, such a system is much more complex and confusing. Not something I think needs immediate attention.


You could do it by saying that a champion who already has a skill like "Merchant" can become a better merchant while sitting in town acting as a merchant, and thus gain XP from it (if the skill is driven by his INT/CHA stats). But a unit without such skills is considered a warrior and won't gain XP except in combat (and would never transform into a merchant).

Yes this is how I think I would implement it that champions have base skills and can also pick related higher level skills as they level up but can't learn unrelated skills and yes someone with merchant skill would level up very slowly while using there skill in a town.

Reply #232 Top

Again, sounds needlessly complex. It's not trivial to implement, and not particularly visible to the player. The gain of realism is not worth the costs IMO.

Reply #233 Top

Quoting Sythion, reply 232
Again, sounds needlessly complex. It's not trivial to implement, and not particularly visible to the player. The gain of realism is not worth the costs IMO.

I have no idea about what's trivial or troublesome to implement, but what's "not visible to the player" about a simple distinction between battlefield experience and HQ experience? If it seems that troublesome, perhaps the model could take the lazy way out and make HQ and battlefield abilities mutually exclusive, but one of my original hopes for the champions system was to have units that made me think about whether I wanted to build up logistical strength vs. build up raw combat strength.

Reply #234 Top

Quoting Sythion, reply 232
Again, sounds needlessly complex. It's not trivial to implement, and not particularly visible to the player. The gain of realism is not worth the costs IMO.

Okay, so you'd solve the problem of units with skills that only work while they're in cities gaining XP and levels... how exactly?

The solution actually isn't very complicated at all.

Reply #235 Top

Quoting Tridus, reply 234



Quoting Sythion,
reply 232
Again, sounds needlessly complex. It's not trivial to implement, and not particularly visible to the player. The gain of realism is not worth the costs IMO.


Okay, so you'd solve the problem of units with skills that only work while they're in cities gaining XP and levels... how exactly?

The solution actually isn't very complicated at all.

I'd kick their worthless butts out of the game. It's just another "feature" of Elemental that was tossed in without thinking of whether or not it works. It doesn't.

Long term I would look at the creation of specialist units, and possibly allow them to level up. There needs to be a distinction that signifies they are not champions, because if they are sitting in town they aren't champions. Your solution is complicated, because it relies on the same character type (champions), being treated in two completely seperate ways (non-combat, combat), and getting similar sounding rewards for it (levels, some of which aren't real levels). When it's explained, it makes sense. When it's not explained... Well, there's a lot of stuff that's just weird about this game, and that would be one more thing that makes it more inaccessible.

For now, I would get rid of every non-combat champion in the game. They are generally bad decisions anyway. And there are SO freaking many of them.

Reply #236 Top

A simpler solution would be to not allow non-combat "specialists" to be imbued and add their specialties to the list of available City upgrade choices. 

If my Farmers/Diplomats etc etc had bonuses that stacked and also on the City upgrade selection list, then I could specialize a Town, with both specialists and bonuses that compliment those same specialties.

Cake and eat it too. :)

Reply #237 Top

I've read every single reply (I need to game more and read less ;P )

It looks like things are on the right track but FAR from finished....

I don't understand Kestrals explanation about combat (square root, dividing...WHAT?? o_O ). Visualite it dammit!

 

On the good side though, casting times getting implemented (in 1.2 or later) is great!  :D

Reply #238 Top

Quick question in the midst of this debate- are true random maps going to be included in 1.1? Sorry if I missed this somewhere else...but it  had built up so much and formed such an integral part of MoM/4x experience I'd hate to see it left behind.

Reply #239 Top

I would like to see a limit on stats, with an increasing cost of skill points as the stat increases.

 

For example, let's say the maximum was 20, with an average of 10. Going from 10 to 11 would cost 1 skill point, but going from 19 to 20 would cost 5 skill points. Normal fighters could purchase skill points as usual while designing a unit, with more resources and time being required for higher stats (with perhaps techs/buildings enabling the player to increase the maximum allowed stat number). Heroes would receive 2 skill points per level. Heroes would also be able to go to a maximum of 25 in a skill, and your avatar could go to 30.

 

Why is this a good idea? As a player, I like to have a reachable goal. This lets me feel like I accomplished something when I get there. It also gives me an example of not only what is average, but what is above average, great, and heroic. A limit to stats gives me a visible goal to work toward. The current method of no cap (or if there is one, it is incredible high) is very frustrating, because it makes the average start of 10 meaningless. I'd imagine limiting stats would also make the creation and balancing of equipment, spell effects, and monsters easier.

 

Is it too late in the development process to even consider something like this?

Reply #240 Top

Dex progressively gets worse the higher level you get? Consider a case where you put all points into dex every level. Because more Accuracy is gained than dodge, your chance to dodge same level opponents will decrease as your level grows. Does it make sense to even put points in dex if it gives such diminishing returns instead of Constitution which gives multiplicative returns the higher you level? 

Reply #241 Top

Quoting Sythion, reply 235

Quoting Tridus, reply 234


Quoting Sythion,
reply 232
Again, sounds needlessly complex. It's not trivial to implement, and not particularly visible to the player. The gain of realism is not worth the costs IMO.


Okay, so you'd solve the problem of units with skills that only work while they're in cities gaining XP and levels... how exactly?

The solution actually isn't very complicated at all.

I'd kick their worthless butts out of the game. It's just another "feature" of Elemental that was tossed in without thinking of whether or not it works. It doesn't.

Long term I would look at the creation of specialist units, and possibly allow them to level up. There needs to be a distinction that signifies they are not champions, because if they are sitting in town they aren't champions. Your solution is complicated, because it relies on the same character type (champions), being treated in two completely seperate ways (non-combat, combat), and getting similar sounding rewards for it (levels, some of which aren't real levels). When it's explained, it makes sense. When it's not explained... Well, there's a lot of stuff that's just weird about this game, and that would be one more thing that makes it more inaccessible.

For now, I would get rid of every non-combat champion in the game. They are generally bad decisions anyway. And there are SO freaking many of them.

First off, it is trivial, it's not complex, especially when you look at it from the standpoint of everything that is already in the game, or what SD is aspiring to put in the game.  THOSE features are complex.  Making a distinction between Combat and Non-Combat Champs?  Easy-peasy.

Second, if you feel the non-combat champs are worthless, that's your loss, but they really aren't.  They're a very necessary part of the game, for many reasons.  Merchants are the only way to artificially inflate the cap on how many units per city you can produce without needing to take extra cities, especially helpful if you can't take any extra cities.  Farmers are the same way, artificially inflating your City Levels cap, especially in the event you're on the war-path, where taking extra cities generally puts you in the red for food.  More on this further down.  ('Fifth')

Thirdly, this is a TBS Game in an RPG world, and what is an RPG world without Farmers, Merchants, Politicians, etc etc?  It's not an RPG world is what it is, it's a half-assed RPG world.  Taking them out doesn't do the RPG half of the game justice, particularly when we're looking at Hardcore MMO's like EVE Online or Pen and Paper games in general, where the mundane practices of the world are what make it go round in the end.  Without these people, nothing fits.

Fourth, it works just fine.  Near perfectly, as a matter of fact.  They give you bonuses.  That's their job.  If they weren't supposed to give you bonuses, but were, or weren't giving them when they're supposed to, then it wouldn't be working.  Conceptually, it also works, but like so many things in Elementals launch, it was poorly implemented, and you're not giving them time to actually make it work well and polish it up.  By your Logic, Caravans don't "Work" either, since they aren't participating in combat in any additive way either, and should also be removed from the game.

Fifth, how are they bad decisions?  Yes, they cost money, but they provide benefits for as long as they're alive, and considering all they do is sit in a city and mostly do nothing, that tends to be forever, therefore making the cost moot compared to the benefit.  Looking at it realistically, champs like Farmers and Royalty are pretty much a requirement for playing an Empire, since they get crap for Prestige and have to spend more food per X Population.  In this same vein are Administrators and Merchants for Kingdoms, who, with their less stellar Unit Production, need Admin's to help boost a cities output, while also using merchants to keep an army from going under-paid.  There are 'SO freaking many of them,' for just these reasons.  Because they are a GOOD idea to get.

Summary:  Everything you've said is on bias alone and not taking into account any actual gameplay factors, rather just your personal taste, and while that's totally permitted, it adds nothing to the discussion, particularly for you to advocate removing them on nothing more than personal taste.  Some of us see the potential in this feature, and while you may not, it doesn't justify removing a feature that, like damn near everything in the game to date, hasn't even had time to be implemented well and polished up, and most importantly, brought to its full potential.  Even more troubling is when the idea is posed on how the feature might be improved, thus moving it towards its potential, you advocate the exact opposite.  I'm sorry you ended up in my crosshairs, but the idea that people aren't willing to be patient and see if it's really going to add something to the game or not tend to make me gnash my teeth and snarl all ferocious-like.

Edit:  I've been away from the forums for a while, so I'm going to take this time to respond to Gwenio's post from Page One.  *Ahem*

It makes perfect sense, not from a design standpoint or a conceptual standpoint, but from a consequences standpoint.  The consequence of creating a global mana pool is that Unit Essence is no longer going to factor in to how you cast with a given unit, nor is Essence figuring in to how you cast at all.  Furthermore, with the addition of the Semi-Omniscient Casting Sovereign Concept, this consequence is reinforced, hence why, in hindsight, it makes perfect sense that the stat (As someone mentioned back on like page 2 or 3,) is being removed.

Reply #242 Top

As RikazeMA has said it's trivial from a programing point of view to treat champions experience gain in accordance with their skills. You need a couple of extra variables per skill one as a weighting factor and one as an experience tracker. Then the only issue to address is how you relate skill/attribute gain to level gain. Oblivion did it by having you level up every so many skill gains.

RikazeMA is also correct as an empire building TBS farmer, Merchants, researchers are just as important as fighting units.

Reply #243 Top

Quoting Silicor, reply 52
Best melee system I've seen is Warmachine.  It has a roll 2d6 roll + combat stat opposing the the defenders defense stat.  If hit, damage opposes opponents armor value.  This system has one fixed value and one random value with a fairly small range of values.  You have to insure you have ways to handle very nimble opponents and heavily armored opponents.
That seems similar to the systems from the Dominions games, except the d6es were open-ended: if you got a 6, you rolled another one, so the value could potentially harm anything, it was just increasingly unlikely.

Quoting Silicor, reply 52
With the new system, you just roll and pray.  Seems very weak to me.
I wouldn't call it a "new" system. That entire 1-A vs. 1-D is GalCiv all over again.

 

Quoting Ilindil, reply 66

I`m curious if that cause an exploit. Maybe buying armor would be useless if you`re not sure it will save you. It will be cheaper and faster to build a lot of naked warriors with big, fast weapons.

Ooh, naked warriors with big fast weapons. That really drives home the GalCiv flashbacks. I remember those days, when the goal was to get as ridiculously huge an attack value as possible, especially since "attacker shoots first" here.

Reply #244 Top

Quoting RikazeMA, reply 241
First off, it is trivial, it's not complex, especially when you look at it from the standpoint of everything that is already in the game, or what SD is aspiring to put in the game.  THOSE features are complex.  Making a distinction between Combat and Non-Combat Champs?  Easy-peasy.

I won't argue this with you, because it gets into semantics more than anything else. However, I do think you're underestimating the complexity from the player's end and the time from the developer's end.


Quoting RikazeMA, reply 241
Second, if you feel the non-combat champs are worthless, that's your loss, but they really aren't.  They're a very necessary part of the game, for many reasons.  Merchants are the only way to artificially inflate the cap on how many units per city you can produce without needing to take extra cities, especially helpful if you can't take any extra cities.  Farmers are the same way, artificially inflating your City Levels cap, especially in the event you're on the war-path, where taking extra cities generally puts you in the red for food.  More on this further down.  ('Fifth')

Fifth, how are they bad decisions?  Yes, they cost money, but they provide benefits for as long as they're alive, and considering all they do is sit in a city and mostly do nothing, that tends to be forever, therefore making the cost moot compared to the benefit.  Looking at it realistically, champs like Farmers and Royalty are pretty much a requirement for playing an Empire, since they get crap for Prestige and have to spend more food per X Population.  In this same vein are Administrators and Merchants for Kingdoms, who, with their less stellar Unit Production, need Admin's to help boost a cities output, while also using merchants to keep an army from going under-paid.  There are 'SO freaking many of them,' for just these reasons.  Because they are a GOOD idea to get.

There might be some that are useful at low levels or if you are god-awfully rich. Although I don't agree that they are necessary, the "necessary" part for them is a flaw in game design, which can better be fixed by tweaking numbers elsewhere than requiring randomly spawning champions of a specific type to show up.


Quoting RikazeMA, reply 241
Thirdly, this is a TBS Game in an RPG world, and what is an RPG world without Farmers, Merchants, Politicians, etc etc?  It's not an RPG world is what it is, it's a half-assed RPG world.  Taking them out doesn't do the RPG half of the game justice, particularly when we're looking at Hardcore MMO's like EVE Online or Pen and Paper games in general, where the mundane practices of the world are what make it go round in the end.  Without these people, nothing fits.

What RPG world has only farmers, merchants, politicians, etc etc as the only adventurering champions? Very few. They may belong in the game, but they can short term be abstracted down (you don't need to see them to know they are there), and long term they should not be wandering adventurers. Right now the world IS half-assed. Removing them makes it better.

Quoting RikazeMA, reply 241
Fourth, it works just fine.  Near perfectly, as a matter of fact.  They give you bonuses.  That's their job.  If they weren't supposed to give you bonuses, but were, or weren't giving them when they're supposed to, then it wouldn't be working.  Conceptually, it also works, but like so many things in Elementals launch, it was poorly implemented, and you're not giving them time to actually make it work well and polish it up.  By your Logic, Caravans don't "Work" either, since they aren't participating in combat in any additive way either, and should also be removed from the game.

They don't work because the only champions often end up being people who are supposed to sit in town! That's what started this discussion to begin with. Other things can give you bonuses without having game mechanics that DIRECTLY conflict with each other. And yes, caravans don't work either, since they have a very obscure purpose (the magical creation of food). I don't mind non-combat stuff. I DO mind bad game design.


Quoting RikazeMA, reply 241
Summary:  Everything you've said is on bias alone and not taking into account any actual gameplay factors, rather just your personal taste, and while that's totally permitted, it adds nothing to the discussion, particularly for you to advocate removing them on nothing more than personal taste.  Some of us see the potential in this feature, and while you may not, it doesn't justify removing a feature that, like damn near everything in the game to date, hasn't even had time to be implemented well and polished up, and most importantly, brought to its full potential.  Even more troubling is when the idea is posed on how the feature might be improved, thus moving it towards its potential, you advocate the exact opposite.  I'm sorry you ended up in my crosshairs, but the idea that people aren't willing to be patient and see if it's really going to add something to the game or not tend to make me gnash my teeth and snarl all ferocious-like.

It's not about bias or personal taste. It's about the role that non-combat champions (who are often the only option to be combat champions) are fuddled and broken. You might think they need to be polished up. I think they need to be replaced with a mechanic that fits better. I also believe that in the short term the game will be cleaner with only combat champions. I think maybe you read a little more opposition than was actually there.

Reply #245 Top

Quoting Sythion, reply 244

What RPG world has only farmers, merchants, politicians, etc etc as the only adventurering champions? Very few. They may belong in the game, but they can short term be abstracted down (you don't need to see them to know they are there), and long term they should not be wandering adventurers. Right now the world IS half-assed. Removing them makes it better.
"Farmer" Champions have "Farmer" as background representing their past, not as their current "job". As such, they are less skilled warriors than someone who was one before switching to being adventurer (Champion), but they offer us different kind of skills. Skills which are more useful than any combat one as you can always choose when to use them, in Champions that can still fight as well as combat oriented ones (without the skills, obviously, but I find more important good equipment than to have Vengeance or extra movement on a Champion) and can cast spells as well as combat oriented ones (if imbued and having good stats).

That you don't see their place (and how useful they are) does not mean they don't have one. With all honestly, if they are to remove Champions, please remove combat oriented ones due to their limited use (and currently I haven't see any combat skill that makes me think: "must have!"... unlike those of the non-combat Champions).

Yes, I'm biased and love to marry Procipinee with the first "farmer" I find. XD

Reply #246 Top

Nevermind.

 

 

Reply #247 Top

Quoting Wintersong, reply 245

"Farmer" Champions have "Farmer" as background representing their past, not as their current "job". As such, they are less skilled warriors than someone who was one before switching to being adventurer (Champion), but they offer us different kind of skills. Skills which are more useful than any combat one as you can always choose when to use them, in Champions that can still fight as well as combat oriented ones (without the skills, obviously, but I find more important good equipment than to have Vengeance or extra movement on a Champion) and can cast spells as well as combat oriented ones (if imbued and having good stats).


That you don't see their place (and how useful they are) does not mean they don't have one. With all honestly, if they are to remove Champions, please remove combat oriented ones due to their limited use (and currently I haven't see any combat skill that makes me think: "must have!"... unlike those of the non-combat Champions).

Yes, I'm biased and love to marry Procipinee with the first "farmer" I find.

The point isn't their utility. Whether or not I think they are useful does not impact the following two points:

1) Champions are supposed to be combat units (they are the only units that can be equipped, cast spells, other than sovereign). They are the equivalent to heroes in MoM. Despite this, the vast majority have been given non-combat traits which encourages them to do the exact opposite of using them as combat units. Choice is good. Combat units designed to avoid combat and sit in a city is bad.

2) Even if there are examples of heroes who have come from humble backgrounds, there's a decidedly non-epic feel to the game when 90% of the champions you see are working-class schucks.

Reply #248 Top

"Farmer" Champions have "Farmer" as background representing their past, not as their current "job"

I think a job system would be a really cool addition to Elemental in general. I am not thinking something as grandiose as the job system from FFT but something simple where champions can get level bonuses based on the job they select. The selection wouldn't need to be very broad either, just like Farmer, Merchant, Soldier, Researcher, and Politician. From my point of view, anything Elemental can do to make the game feel more like its telling the story of the sov and his people the better. Right now, champions feel incredibly lifeless, as a would-be farmer champions simply sit in their host city or the soldier champions fight wars as glorified units. in a fantasy world or a real one, the journey is source of self discovery, but champions never feel like they are discovering their potential.

Reply #249 Top

Since there's no word on my map question I'll add to this discussion.

Master of Orion II, also made by the same company that made Mom, the inspiration of this game solved the problem decades ago. There were 'domestic' heroes (who would gain levels occasionally) that would add their abilities to the assigned star system (translated to city in E:WoM), and 'war' heroes, who were assigned to units. In the case of the 'war' hero, I prefer the MoM model, where at high levels they were equal in power to some really tough creatures, which is what the E:WoM 'war' hero should evolve into. But I prefer the MOO II model for domestic heroes, who were also useful in their own, non-combat way.

Perhaps all units/heroes in cities should gain experience over time, slowly due to drilling, learning, etc...and the domestically oriented heroes should have a bonus to this earned xp, as the city is their 'field' (i.e.- the farmer =1 food bonus carries a x3 city xp multiplier)...

Reply #250 Top

Quoting Wintersong, reply 245
... Yes, I'm biased and love to marry Procipinee with the first "farmer" I find.

Haven't played that much since the 1.0 launch, but before then I had more than a few rewarding litters of champions by breeding Procipinee with a farmer.