So continuing from yesterday. Magic.
There are few issues here. To quote hoverdog:
- magic is the biggest offender. it's bland, uninteresting, imbalanced, broken.
Wouldn't use such strong words myself but it is a bit underwhelming especially compared to ridiculous stuff you could do in MoM. Now MoM is quoted again and again as golden standard but it sure isn't ideal, if anything it's always a trade off between depth of the system and balance, MoM is simply on depth and "cool factor" end of scale (example: invisible flying warships anyone? Cool but also broken as fuck). Honestly I can't blame anyone for not going MoM route, balancing such system is pretty much impossible, at most you can only hope to limit completely game breaking combinations. Another thing is AI...
Stardock is simply going practical route with their games, GalCiv 2 is pretty much opposite of what MoM is, side effect is that well it's pretty much a spreadsheet game, hell it doesn't even pretend it's something else with imaginative technologies like Laser 2 that is better than Laser 1 I guess.
But wait a minute, if Elemental isn't as quite far on "cool factor" scale then why is it so unbalanced anyway? Only thing with any depth at all in MoM is magic system itself, almost everything else is
simplified civ clone (which IMHO is great design). Elemental is suffering from feature overload, things like unit designer, "rpg system" for heroes (and cities I guess
) make it that much harder to balance it as whole. TBH Brad and team are actually doing great job with it salvaging game out of WoM. Of course it's not all sunshine and flowers since they also are responsible for feature overload in the first place. So my point is that I don't really expect it to be MoM clone at this point because well to do that you pretty much would have to start from scratch, Elemental is too different.
By coincidence:
We have a fantasy and space strategy game in development (besides the fe expansion).
am I right or am I right Brad?
So .. onto my issues with magic system in FE.
Magic spells tied to skill level of characters. It's not necessarily bad BUT it does make every (for example) fire mage pretty damn identical, I feel this stuff should be moved to tech tree and quests. However another issue comes up, there isn't that many spells to go around so we would end up with "pretty damn identical" mages anyway...
Next are the magic nodes (they are called shards I think?). When it comes to balance in magic system these are THE problem. It's too damn random, power of spells should be more dependent on character skill rather than these. Sure character skills do matter (a lot) but if you roll fire mage and you don't find single fire node you are fucked. Just 2 fire nodes would make at least some of your spells about 2 times more powerful (!). Of course I picked pretty extreme example but they scale too much. One way is to remake these into generic mana vaults or whatever, another is to give all players ability to change shards into desired type (one faction I think could convert shards into death shards which was OP as hell) and make spells scale less with them (so it's not so broken). As it is this system can't be balanced since it relies too much on random map generator.
Last issue I have is with magic equipment. What's the point of these various burning axes in tech tree? I suspect I know why it was made this way, but seriously? We're talking magic here not ford model t. What if I wanted burning spear? Can't have that? Seriously these need to be enchantments you apply on weapons (placing bunch of particle emitters in correct places on weapon models shouldn't be that much work, balance wise they shouldn't be problem either, you already have various rings and gizmos adding elemental damage). Yes I know we already have unit enchantment spells but I also know that we already have axes and armor in other tech tree.