[Suggestion] Naval anything and map options


I'm sure there are people kicking and screaming about the lack of water-based units, and they have a good point. There doesn't even need to be many units, just maybe 5 or so universal units. I understand that its different because you can't manage the naval units the same as normal because they aren't really humanoid, but still its absence is very noticeable.

 

2nd, and this is me just putting this out here in hopes it will at least be thought about, I very much wish to see options for terrain/continent types when creating a new game. For example, When i play Civ 4/5, i love playing on islands. Even MoM, for DOS, had these options! So again, the absence is like a gaping hole.

 

I'm not sure if this will ever get to someone who would think to implement these, or if anyone even agrees with me. But these 2 giant issues would be great steps toward getting this game gold.

 

P.S. I miss the fact that there were 2 different worlds in one game of MoM. If Stardock won't do it, maybe a modder could make an Elemental Myrran? Please and thank you.

10,826 views 13 replies
Reply #1 Top

I agree that anything relating to naval is a huge omission in the current game.  I too wish there was at least some naval elements in the game.  Right now there doesn't seem to be any point to the ocean.  There's no improvements that take advantage of their resources (unlike rivers, which are liquid gold), and many times being on the coast actually can harm your city by reducing the size you have to build your city.  

I feel this lack is actually one of the largest gameplay gaps that exists right now.  As it is now, there doesn't seem to be any advantage to having a coastal city, when in reality, the most successful cities typically are on some body of water, usually a lake, sea, or ocean.

 

Reply #2 Top

I agree - naval units seem like a big hole.  And coastal cities are a negative.

Reply #3 Top

E:WoM started with having naval units, but a couple patches in they were removed because the AI didn't know how to control them or some other lame excuse like that. This topic has been brought up ever since then and the devs don't seem one bit interested in implementing any actual working naval units, which I find disturbing to say the least.

Unfortunately we won't get any type of other 'map options' without having working naval units, since there can really only be a "pangea" type map :/

 

Reply #4 Top

Agreed, this has been brought before and the answer was, DLC, maybe, iirc.

Reply #5 Top


*kicks and screams* 

 

But seriously,  naval units, archipelago type maps, coastal bonuses,  bombardment.  There's a lot we're missing! 

Reply #6 Top

They want to do it properly, not just putting in a ship as in War of Magic. Guess this is Expansion fodder.

Reply #7 Top

They want to do it properly, not just putting in a ship as in War of Magic. Guess this is Expansion fodder.

 

Quoting Supreme, reply 6

*kicks and screams* 

 

But seriously,  naval units, archipelago type maps, coastal bonuses,  bombardment.  There's a lot we're missing! 
End of Supreme's quote

 

Add to it special sea quests, sea monsters, sea artifacts, seafarer traits for heroes, seafarer traits for factions, spells meant for sea stuff (huge water magic buff), some naval techs in the tree, naval buildings for cities, AI that needs to use the features, ship classes, tactical ship battles, sea events like a huge storm etc etc etc. They need to do alot to make it shine. I think it's first priority expansion material, because it's really needed to complete the feel of the world.

My guess is they will make Umber and Capitar being the most naval based factions and bring 'em back in the maritime expansion pack.

Reply #8 Top

Yes, we always come back to this: MoM.

MoM had everything: diverse races, naval units, flying, sieges, alchemy, artifacts crafting, spells that really affected the gameplay... you name it. Frankly there's no comparison. If only we could get MoM with an updated UI... Only thing I really ever needed. 

This is why I don't think FE deserves too high praises or scores: not out of spite, but because it wouldn't just be fair to the games of the past, that did so much more with so much less

Reply #9 Top

 Especially for empire building games navy and coastal citys are a must. And yes i have to agree that in all human history citys with ports used to be extremely  wealthy. Why not in Elemental too?

Reply #10 Top


You are quite right NorsemanViking.  I agree.

Reply #12 Top

Well they have said it won't be in for release anyway, maybe a patch.

 

Quoting NorsemanViking, reply 8
Add to it special sea quests, sea monsters, sea artifacts, seafarer traits for heroes, seafarer traits for factions, spells meant for sea stuff (huge water magic buff), some naval techs in the tree, naval buildings for cities, AI that needs to use the features, ship classes, tactical ship battles, sea events like a huge storm etc etc etc. They need to do alot to make it shine. I think it's first priority expansion material, because it's really needed to complete the feel of the world.
End of NorsemanViking's quote

I wouldn't think you would have ship on ship combat anyway. Elemental is on a tech level where the main way ships fought was ramming. There are no cannons, and adding magical ones that work only on water would be stupid.

You would probably run with a simple system where armies board transports and when they meet there is a tactical battle where the two armies fight on board a ship. That way you could still have all the quest and adventure stuff. Naval traits would allow people to specialize troops. The main reason I want naval stuff is because of all the time I get stuck on a peninsula behind a friendly AI with no way around them, that and I want to explore Islands. All you need is a transport system for that. It would however be really cool to take the system behind Abiex and make him a sea serpent that attacks ships.

Reply #13 Top

But you also have the ships worst enemy, fire mages.

Take a page from Slayers and use the mages as cannon batteries.

but you are right initial ship tipes should be longboats and triremes or similars. moving to more complex Galeassess before going the full sail cannon battery of the latter frigates and man-o-wars