RooksBailey

RooksBailey

Joined Member # 3035223
23 Posts 181 Replies 26,880 Reputation

[quote who="Derek Paxton" reply="58" id="2945102"] Dynasties was one of those, and I worked on a few designs for them, nothing that was good enough. Some that had good points and bad points, but nothing that felt really integrated into the game. So I asked Toby to pass a pass at a magic wand design for them ("forget everything you know and design them as they should be"). He wrote a great design. Most importantly he wrote a system that integrated in interesting wa

102 Replies 93,840 Views

[quote who="Frogboy" reply="253" id="2944295"]I like a lot of the ideas posted here. Just bear in mind that scope is often a cruel limiter on what can be put in. I don't think it's any secret that I'd like to see dynasties get a lot more love. As a practical matter, the dynasty system needs to be re-imagined and I don't think that'll happen until Elemental: Game 3 (WOM =1, FE=2).[/quote] I am glad to hear this, even if it means I will have to wait

271 Replies 431,749 Views

[quote who="Teslacrashed" reply="17" id="2944838"]I really like seeing that FE is going to be slightly less "civ" like, and more RPG-like. It really draws on the strengths of Elemental as a setting.[/quote] I think the right mix would be 60% RPG elements, 40% Civ elements. Sounds like FE might be moving in that direction. This is the first bit of news that has shaken off a bit of my apathy regard FE. Now if we could get some news about some

52 Replies 218,559 Views

[quote who="Fargham" reply="220" id="2938664"] I'd like to add another request on the line of Dynasties. Make them actual Dynasties. Its just a way of breeding super champions at this point (which I like) - but I would like it more than after x turns, the old man dies and child #1 becomes the new faction leader. It would make the game feel a lot more 'dynamic' as I would feel that a long time has passed since the founding of the empire. Long games beco

271 Replies 431,749 Views

I am currently reading Tony Gonzales EVE: Empyrean Age novel and I am finding it excellent apart from any sort of EVE connection. Gonzales did an excellent job of bringing to life the political machinations and military maneuverings of the four races of that game. As I read it, though, I kept thinking that there is no reason why Sins could not be used as the foundation for an equally dark and serious bit of space opera. Sins has all the necessary ingredients: i

28 Replies 59,660 Views

After fooling around with the beta of 1.2, I decided to write a little editorial on why I think Sins is the best 4X space game ever. I'd thought I would share it here. Comments always welcome. I Can't Stop Sinning! There’s no doubt about it: w

3 Replies 10,330 Views

This is something else that never made sense to me. Why put something in the game that is useless except as a nuisance to the player? What is more, it is doubly bizarre as forests were traditionally seen as a valuable resource both for wood and for hunting. In fact, during the medieval period, forests were so prized that they were often off limits to commoners. Sigh. [e digicons]#:([/e]

32 Replies 93,577 Views

[quote who="Tydorius" reply="3" id="2876221"]One thing that would make things come to life a little more is if things had names. I'm sure there's someone here that's played Dwarf Fortress - Notice how when the world is generated _everything_ has a name? To keep the clutter down it'd have to be a separate layer of text on the cloth map that we could turn off, but I'd love to zoom to the cloth map and find out that there are places like "Mountains of Blood" "Hills of Sorrow" and other

22 Replies 22,396 Views

Out of frustration with Elemental, I recently re-installed Crusader Kings just to experience what a great dynastic system would be like. Really, there is nothing in CK that Elemental could not incorporate with just a little effort...and that bit of effort would pay off huge dividends in bringing Elemental's world to life.

7 Replies 10,355 Views

Seafaring needs a lot of love. At a minimum, we need the ability to research different classes of vessels so we can take the fight to the oceans.

12 Replies 14,718 Views

Those are all good points. A lot of us have been bringing up the shortcomings of the dynastic system for a while now. Elemental seems poised on the edge of some great dynastic gameplay (almost along the lines of Crusader Kings), but won't take the plunge like it should because of the limitations/shortcomings that you mention. For me, this gimped dynastic system is the biggest hindrance to me enjoying the game as my extended family contributes almost nothing to the game (I qu

7 Replies 10,355 Views

Once upon a time, SD was actually flirting with the idea of "general" units: "One of the concepts we’re playing around with is a leadership ability. Leadership basically gives a general bonus to your side. The idea there being that players who don’t want to monkey around with the tactical battles can focus on having heroes who are also excellent generals (high le

23 Replies 15,907 Views

[quote who="Mortenart" reply="75" id="2862029"]Succession is the one ground-breaking thing that could hurl this game from averageness to greatness. Be bold in your decisions, don't accept the middle ground.[/quote] Well said! [e digicons]:beer:[/e] Total agreement. When you close the door on succession, you close the door on a ton of gameplay potential that could make EWoM absolutely riveting. Personally, I think succession enhances the RPG eleme

118 Replies 324,310 Views

I agree with that idea, too. I never use that spell because I just don't like the idea, either. This is one of those areas where EWoM seems to be at war with itself. Sovs are supposed to be unique, all powerful beings blessed with magic...but for some reason this special ability can be easily transferred to rank and file folks. Huh? The over-arching problem with Elemental is that there really doesn't seem to be a coherent vision of what the game is about.

118 Replies 324,310 Views

I could be happy with either option. Either make immortality a setting when creating a game, or make it an in game spell/mechanic. Personally, I think a spell would be more interesting because a) the player still gets to choose how to treat his sov and b ) it would be one of those "epic, game-changing spells" that EWoM so desperately needs. I would like to tie such an immortality spell to control of the shards. I think it would make sense and also make shard control mu

118 Replies 324,310 Views