Quoting Robert Hentschke, reply 3
Some design choices also feel very arbitrary, such as not being able to have a unit with four guys unless you research how to do such a thing at all.
Seriously. Hey, you four over there! You're a unit now, got that? Research done. =P
This. And I'm aware I'm being insistent on this point but I really can't understand where things like this come from.
Research to unlock heroes...
Research to unlock dungeons...
Research to make monsters pop...
Research to have soldiers travel in groups...
Research to learn how to raze a city...
I mean, how hard can it be? Just rape the women and burn everything down, I'd guess. How did Attila do? I don't think he asked scholars.
Now, I wouldn't raze cities anyway but I really am baffled by all this and by the fact that most players seem to be ok with what "research" means in Elemental . Seriously, what happened? I hate to sound so negative but it all seems such a wasted opportunity to me.
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This is the truth!!!
My idea is separate the RPG component and the Strategy a bit.
Let me use the King Arthur as my example :
I, as a gamer, create a sovereign with the name "King Arthur". Well, I just want to follow the tales of King Arthur and the Knight of Round Table". He happened to have magic (so, my Arthur is stronger than the "Original" King Arthur afterall, as he can "cast" magic spell, just like Merlin)
Now, at the beginning of the game, Arthur is just stand on the vast wasteland. Hope that he finds the holy grail to cure the land. But no more, he needs Holy Grail no more, as he could heal the land with his own magic. So he just create his own settlement. A... well, a house / an outpost. I think that a house / inn is better than an outpost as there are only one man living on it.
Because of the fertile land, people start to come and live in his first settlement. At that moment, an Inn will emerges near his first settlement. In there, there are people who need help. From looking for old relative in the wasteland, destroy the monster lair, to kill spesific monster. By doing the quest, Arthur fame will raise. Then, Bedivere, a wanderer who come to the settlement believe that Arthur will able to restore the land and give his oath of loyalty.
Now, Arthur has Bedivere. Together, they take quests from the Inn to help the villager. It just happen that the Inn has several quest category. the easiest one will called E rank, while the hardest one will called S Rank. When Arthur finishs all his E rank Mission, a special mission will emerge. A mission that will allow Arthur to take the D Rank Mission. When he finished the special mission, he will get good present. Ranging from Gildar, Spell, Equipment, to hero.
Let say when Arthur finished the quest, he get Percival, a hero.
After that, Arthur has things that he must tend on the village. So he let the level 1 Percival to resolve the quest problem
Then, something happen. A group of bandits come to attack one of Arthur's settlement. Without the help from the main army, the settlement will surely razed. But, Arthur has something else to solve. So he just put Bedivere to the newly armed militias he has to fight the enemy.
The above story is talk about the RPG
Now, about the Strategy component
At the beginning of the game, we'll see more RPG playstyle rather than the strategy one. You need to move your Sovereign to other land to conduct diplomacy. Well, only Arthur has the authorization to do diplomacy things after all. For the economy, You must hunt the monsters to get gildar as your settlement does not generate much money. (just consider the monster killing as hunting, as people need something from Spider and wolf body to make something)
But after the first outpost become a village, the play style has change a bit. When the population reach 25, you don't automatically get city level up. You need to build a manor for it. With manor, you'll get extra option for your settlement. Like to build the more advanced unit for your faction (militia). A new method of self defend give you the capability to train people and let them to guard the village to an extent. The Militia is the result of that. But, it is not the only thing here. Some people want to leave, make a new place called home. So, you can facilitate their want by creating pioneer and secure the other land.Then, you'll have some people who want to trade with another village. Plus, with Manor, you can put Arthur to the village to conduct diplomacy. This way, You should place Arthur to the village, if not walking around near place. his role has change from the surveyor / adventurer to the village chief. Well, he needs on the capital village when an ambassador come to meet him, isn't he?
The game style will change more when you have make a palace for your sovereign. As you can decide your fledgling kingdom style. If you want to make a military Faction, then you'll get a Campaign HQ on the capital. Here, you'll able to promote Knight and create better military unit on it. But if you want to play as a mage King, you'll able to create Wizard Tower on the capital.
These special building can only operate when your king is on the capital. With Campaign HQ, you'll able to use your sovereign skills to the frontlines army without even move your king out from the city (as long as the units are on your kingdom influence). While the mage tower, allow your king imbue / enchant / empower any units on your civ's influence just like in AOW. you can also build a Forum if you want to make a merchant faction.
By this moment, you have no reason to use your king as your adventurer who hunt monsters for Gildar. But don't worry, Arthur has already Bedivere and Percival for that kind of task.
Then Arthur marry a woman. By having a queen, you can let your king leave the capital as you have Queen as Arthur's substitute. This way, Arthur can explore the land again, to do the quest, or lead the Army to destroy the enemy faction. Or, he just stay on his Capital and let his heroes leading the army to the enemy cities.
But, then, something terible happen when Arthur fights the another faction. Another evil faction just come to his capital and raze the City. Destroy everything on it, including the queen. By this time, just like the real life country, the political state of Arthur Kingdom has go into chaos. In order to restore it, Arthur should make another capital, by stay at another city and declare it as your capital.
After this, he improve the capital defend, to make sure that the capital will not destroyed again like before. At that moment, a quest to resurrected his wife is emerge. So Arthur move out to complete the quest
By this ideas :
- You can change your kingdom philosophy (just consider it as government style on the other Civilization Game). From Military Faction, Merchant Faction to Mage Faction with their own benefit.
- Your king / sovereign should stick on the capital as long as he could. Give him some reasons to not explore the land for adventuring.
- Kingdom Influence will become very important, give you a lot of reason to expand it to even the enemy land.
- You will consider the champion as a general, not a companion that follow your sovereign in a quest / battle
- You can only create a pioneer from your capital when it has evolve to a village. Make your capital more important to defend
The philosophy of this ideas :
- King Arthur was... a great hero. At the beginning of the story, he will act as another knight / hero / adventurer. But when he has become the King, he will always stay on Camelot, let the Knights of Round Table to do his bidding. Arthur will only leave his magnificient city when there is a very important matter he should accomplised personally. Just like a major quest or war against the other kingdom. Arthur is a king after all, shouldn't be distracted by monsters and trivial quest. That's why he needs Lancelot and other. To delegate the trivial matters to his followers.