[beta 5 idea] Should Champions and Units have an Essence rating too?

Unit Spell buffs are pretty powerful. I look forward to the upcoming balance work on the game looking at some of these, which needs to happen regardless of anything like this. But another poster suggested to me that when the AI learns how to start using magic more widely, the game might come down to an arms race where everyone has to buff every unit to be competitive.

The idea didn't appeal to me. I already think that buffs tend to diminish the importance of military tech and a unit's natural combat abilities, by being able to buff anything up into a formidable fighter. Buffs should enhance, give them an edge over a similar unit,  but not make a leather clad unit as good as a chainmail unit by giving it +12 to defense, and making it heal 7 points every turn for free.  I don't want to think of a bunch of homogenous units that must always have all the same buffs to be competitive.

 

Now  the concept of Essence is in for cities. It needs its own fine tuning.  But I like the idea of essence as an indicator of the number of enchantments that can be run simultaneously.

 

If Champions and Units had their own Essence rating, it could be a measure of the number of magical effects they could channel through their body before the powerful energies ripped them apart. So if you started with a default of three, you could run three enchantments at once (as opposed to every enchantment in the game). Here's what I think that does:

 

  1. Could be one step towards balancing unit enchantments, and forcing player to make tougher decisions rather than the no brainer of throwing everything on a single champion. Other balancing in terms of cost and power expected as well.
  2. Encourages a player to spread the wealth, and make tactical decisions (strategy!) about upcoming battles, rather than running units permanently buffed with every available enhancement.
  3. Provides more opportunities for unit/champion differentiation. Always needed.
  4. Helps provide value for the use of armies again, rather than individual super champions for most of the game. Needed.
  5. Provides another opportunity for champion level up traits. +Essence perks
  6. Provides another opportunity for traits in the unit designer. (this unit gets +1 essence)
  7. Provides opportunity for +essence tech in the magic tree
  8. Provides opportunity for +essence magic items
  9. Yada Yada +essence Soverign and racial traits
  10. Perhaps Procipinee's crown could be valuable because it also gives a + value to #essence, giving the wearer the ability to stack X additional enchantments right from the start

 

11) And here's an interesting one:

 

  • Perhaps certain armors are better at channeling enhancements than others. Perhaps heavy armour interferes with magic energies somewhat, making lighter armors weaker defensively, but more versatile magically.  Right now the game has little compelling reason to field light troops given a better choice, other than cost or encumbrance which aren't particularly fun reasons. All other things being equal, the game considers heavy armor melee troops to be a "better" version of lightly armored melee troops, instead of different categories of armour having their own progression, and distinctive value. Perhaps Heavy armor gives an essence penalty, light armour has no penalty, and a robe has an essence bonus. So even someone with a high degree of military tech might decide to field lightly  armored troops if they are magically oriented, and want an army of "jedi" or magic monks.

 

 

3,985 views 5 replies
Reply #1 Top

I like it. 

Maybe each champion starts with say 1 essence, and can pick traits (maybe up to +4) which increase this.  Certain magic items could also increase essence.

Trained units need to pick a trait that gives 1 essence.

This could also eliminate the need for mana upkeep.

Very good suggestion.

 

Reply #2 Top

Kind of an interesting idea, but it would make me feel like I had to micro-manage spamming all my unit enchantments all over my units.
Honestly sounds like its going to be very much of a hazzle keeping track of :S But please do tell me if you got fantastic ideas about it.

Hm now I'm negative again :( I hate  being negate... >_<

I would be really really interested in seeing a system with unit essence, since it would help balance magic-heavy factions, and giving a whole different playstyle, you would not have a "Flaming axe", you would have an "Axe" and enchant the unit with "Flaming Weapons".

Sincerely
~ Kongdej

Reply #3 Top

Quoting Kongdej, reply 2
Kind of an interesting idea, but it would make me feel like I had to micro-manage spamming all my unit enchantments all over my units.

~ Kongdej

 

The whole idea is that it discourages the spamming of enchantments on units.  I'm already casting enchantments on all my units in the field.  This means you cast fewer of them.

 

That said, there does need to be an easier interface way to enable/disable enchantments on a unit  per unit basis. It seems to me there used to be, but I cant figure out any way to dispell stuff without going into the Governing screen now.  If there is and anyone could clue me in, that would be super.  The game should support tactical deployment of buffs on occassion (like most strategy/tactical fantasy games), but the current way we have of managing them is cumbersome. I agree with you in that regard.

Reply #4 Top

Quoting Bingjack, reply 3
The game should support tactical deployment of buffs on occasion (like most strategy/tactical fantasy games), but the current way we have of managing them is cumbersome.

And I agree with this too, so if you think of fantastic idea, please post them here (somewhere on the forum in any case, but could be an addition to the essence on units idea), I am almost certain Derek will look at it, and at least consider it.

Sincerely
~ Kongdej

Reply #5 Top

Quoting Kongdej, reply 5

Quoting Bingjack, reply 3The game should support tactical deployment of buffs on occasion (like most strategy/tactical fantasy games), but the current way we have of managing them is cumbersome.

And I agree with this too, so if you think of fantastic idea, please post them here (somewhere on the forum in any case, but could be an addition to the essence on units idea), I am almost certain Derek will look at it, and at least consider it.

Sincerely
~ Kongdej

 

Well, it seemed to me (and I am old and decrepit, so my brain is mushy), that active enchantments used to appear somewhere on the info bar in the bottom left when a character was selected, in an earlier build (there have been so many builds back to EWOM). You were able to scroll through them, and deactivate them.

Now, besides consumables, there are simply scrollable icons for for that units traits, like "Path of the Mage". This doesn't seem to be something that really needs to be on that hotbar. There are often so many of them, you'd have to scroll to see them all, and that's the sort of detailed information you'd see by simply clicking on the units portrait.

It seems to me a far better use of that scroll bar is to show active effects on that unit, and available consumables and let us right click on them to terminate them (if applicable).  It would be a much shorter list most times.  The trait icons don't do anything except open the unit info window, which you'd have to open to see all the traits anyway.

 

As far as casting enchants, it might be nice if there was a smaller mini bar spellbook bar that could be activated, and contained only icons for City and Unit enchantments, and a mouse-over description of what they were. Click the icon, click the target, done.  The spellbook is awfully cumbersome.

 

Or you know, hotkeys.  I know that's kind of old school  but it would rock more than a GUI mechanism.

 

If I'm not understanding something about the interface, or there is a way to terminate enchants at the unit level, please someone clue me in. I'm no expert on the game's interface.