The big things that you think of can make FE a classic


Tim4Fun has inspire me to say what is important for FE.  I've said mine, what is yours?! I am trying to just talk about the big picture here!

If FE can do all of the following, it will be a classic fantasy TBS game, that I play for years to come!

1) The 'sphincter factor' was always present: It seems to be a combination of unknowns, risk to your main city/sovereign/production, and things which cause you to significantly change your strategy (world enchantments, random events, strong roaming monster/wildland civilization that diplomacy has little effect, opponents is reaching victory). Gamer is always sitting-on-the-edge that expect challenge is always around the bend, and has some time/way to counter it, from 1st to 1000 turn.

2) Large variety of cool & powerful combinations: Like, I could cast flying on my slingers. Or I could buff my fighter with a lot of different spells and tools. I could put a Loxodon warhammer on my Vault Skirge...

Yet, AI player knows how to counter them one way or another. Even better, AI knows how to use combos too.

No combo is perfect. There is always opportunity cost, or weakness somewhere for the combo. Make specialization has a cost, make generalization has a cost.

3) So, gamer will start a game wanting to test this combo or combo a combo with another. Test them in a variety of map configuration, made by a well tuned RMG.

4) Streamline away any non-decision making related 'wait' and 'mouse-click': And, micromanagement was somehow balanced to an acceptable degree. No silly waiting for 5 seconds sword swing animation to end, nor long wait for the AI player etc (e.g. use WE-GO tactical combat). Avoid repeatness, tediousness.

5) Have really different styles of play 

6) Early units/building/technology does not become automatically become obsolete in late game. Design them in a way that further investment on them will yield a reasonable result/effectiveness even in late game. Late game stuff is always better. However, disbanding what you've already invested/build is not always wise.

7) Give us mechanism so that we do not need to do the following every game:
a. Getting the most population by spawning big cities/building, because pop -> production -> fire power to kill everything = win.
b. Combat does not just comes down to who get the numbers, in late game. No matter in early or late game,  skill/tactics/good troop composition is always a decisive factor.  

Rock/scissor/paper works in any stage of game,  for example, a holy warrior can always slaughter 10X amount of undead (cost-wise) no matter how low end this particular warrior is.    And for this low end warrior, any highest end warrior can has a cost advantage of 5X.    Highest end holy warrior have 10X to 50X cost adv dealing with undead, depending.

8) Do not just give us new toys as the game progress.  Instead, give us very "distinctive feel" on different stages of game; while how you reach this feel depends on what you've done in previous stage.

9) Time-wise, make tactical combat occupy around 50% of the game. This is where we test our combos/tactics. Have some mechanism to allow us to skip unimportant combats. Some wise mechanism to control time for MP games.

10) Then, Some of my previous misc suggestions

What kind of FE you would like to play?

15,974 views 4 replies
Reply #1 Top



What kind of FE you would like to play?

I want the world to be interesting and good looking, so that I can enjoy exploring it.

I want tactical combat to not just be a manual version of auto combat.

More RPG and combat, less city building.

Reply #2 Top

My big thing is that each building you get from leveling up your city is significant. The higher you level, the more the city should be fundamentally changed by the selection of buildings. Furthermore, I would like there to be hundreds of possible buildings so that each level is as exciting as picking up a hand in poker, or Magic the Gathering if you don't play poker. Some high level buildings could even provide new units and magics to change your overall strategy and the balance of power in the realm. 

 

I want lore to accompany buildings so that you can take the time to read about the awe inspiring towers and monumental feats of engineering in an otherwise desolate land. With Elemental I have learned to set my goals on things that I know I can accomplish if the vanilla game doesn't get the job done. 

Reply #3 Top

 

 

  • Global balance - Each faction, technology etc got its advantage but you can stand up to it in some other way
  • NO superstacks like in Master of Magic!   Restrict it in some way (I'm thinking of something like max 25XP in one stack)
  • Fun tactical combat by the way of solid mechanics like Age of Wonders Shadow Magic (Master of Magics combat mechanics aren't good enough)
  • Cool animations that DOESN'T lag! When something gets hit it needs to react immedietly and in a cool way! There should also be a visible difference between when a unit gets hurt or dies.
Reply #4 Top

-a senario builder that surpases all others, the aow:sm one was really nice but didn't offer any 'spawning' creature camps & player/ai couldn't produce much of the added units that weren't included in the factions basic setups (alot of content was added for the senario builder that had to be placed before the game began or would never be in the game)

-a button to watch my armies be controlled by the ai in tac battles (strategic would be nice too)

-the ability to 'pull' into a tac battle the units next to the ones being attacked (I love sending a 'jedi' to help defend my allies capitols)

-supreme ai (difficulty changes like ai lvls in chess, the ai doesn't get 3 queens, but instead uses more sound tactics)

-vast diplomatic options (I want to befriend everything, wildlands, bandits, other factions, give away strong cities/heroes/techs/shards/equip./etc.)