Things that can improve in FE

I really like fallen elemental enchantress but there are a few things i really want to see implemented or at least improved.

 

1. Separate City building from unit training.

2. Give at least one or two militia units at game start for faster game progression.

3. Increase the yields of crystal troves I'm always lacking in crystal all game long on most maps.

4. The ability to rush research like you can with buildings

5.  Add online or lan multi-player functionality to the game

6. Add the command "retreat" to the tactical board instead of casting a spell or using an item. Make it so player has to wait a full turn before retreating.

7. Add more low level, mid level and high level items to the game

8. Make more units, research and unit abilities to add to the tactical aspect of the game. For example defenders should be able to use their shields to attack and defend. (such as shield bash or shield charge that can stun for one turn etc).

9. Add the "exit all units in city command" for easy entering and exiting of units inside cities.

 

For the dev's i suggest you try playing other tactical games like Heroes of might and magic 1-3 (onwards is crap), disciples 1-2 (3 is crap don't ruin things like they did). A lot of things those games did 20 years ago still beat games made to date hands down.

 

Just some idea's that can improve overall the core game play of FE. If you use my suggestions or use constructive criticism is up to you but my opinion stands. Thanks, hope to see comments and my idea's implemented into game play.

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Reply #1 Top


I really like fallen elemental enchantress but there are a few things i really want to see implemented or at least improved.

 

1. Separate City building from unit training.

2. Give at least one or two militia units at game start for faster game progression.

3. Increase the yields of crystal troves I'm always lacking in crystal all game long on most maps.

4. The ability to rush research like you can with buildings

5.  Add online or lan multi-player functionality to the game

6. Add the command "retreat" to the tactical board instead of casting a spell or using an item. Make it so player has to wait a full turn before retreating.

7. Add more low level, mid level and high level items to the game

8. Make more units, research and unit abilities to add to the tactical aspect of the game. For example defenders should be able to use their shields to attack and defend. (such as shield bash or shield charge that can stun for one turn etc).

9. Add the "exit all units in city command" for easy entering and exiting of units inside cities.
 
For the dev's i suggest you try playing other tactical games like Heroes of might and magic 1-3 (onwards is crap), disciples 1-2 (3 is crap don't ruin things like they did). A lot of things those games did 20 years ago still beat games made to date hands down.

Just some idea's that can improve overall the core game play of FE. If you use my suggestions or use constructive criticism is up to you but my opinion stands. Thanks, hope to see comments and my idea's implemented into game play.

End of quote

It is interesting how opinions can differ so much. For example, some feedback:

1. Seriously? Grade: F

2. I think it's good that early on in this game, you have to make tough decisions. Grade: D

3. Exactly. Crystal is supposed to be rare and valuable, not to mention enough crystal let's you create the buildings you need to cast the game-winning spell. Grade: F

4. I disagree this is a good thing. Grade: D+

5. Can't argue this one even though I may not ever play MP if it does get created. Grade: A

6. You really want to kill all the early tension in the game? Grade: F

7. Nothing wrong with this suggestion, but I don't find FE lacking here. Grade: C+

8. I think the present shield mechanic (extra defense when defending) is very cool. Grade: C

9. This already exists: hot-key = V

Of course, everyone is entitled to their own opinion. However, my opinion is your suggestions would hurt a great game. I agree that HOMM 2 and 3 were excellent (V also IMHO), and Disciples 1 and 2 were good. However, none of them captured my soul the way that FE has.

 

Reply #2 Top

Thanks for the laugh.  Stardock will entertain exactly one of your suggestions.  Brad is looking into adding multi-player.  All of the rest were design decisions not included in the game on purpose.

Reply #3 Top

Pretty much my only quibble with the game is a lack of some form of auto-build or auto-manage city improvements, so that cities will automatically add in a new improvement if the queue is empty, including outposts or resources within range.

Unfortunately there is just a bit too much micromanagement in the game as is. A lot of clicking that needs to be done, but no decisions to make. So its just busywork. On a small map this really isn't an issue, but on a large map and in a long game? Plenty of busywork to go around upgrading cities and outposts while backfilling in your empire.

Reply #4 Top

Quoting Trojasmic, reply 2
Thanks for the laugh.  Stardock will entertain exactly one of your suggestions.  Brad is looking into adding multi-player.  All of the rest were design decisions not include in the game on purpose.
End of Trojasmic's quote

 

Some people mean well, but I don't think they realize just how large the beta was, or how much feedback was given, or how much Brad and Derek spoke to various points.  In the end, the developers made informed decisions with a lot of input.  I don't agree with everything they did by any means, but they knew exactly what they wanted.  The assumption that the development team did the game without looking to the outside world is sometimes correct, but definitely not so in this case.

Reply #5 Top

I worry about big decisions in the game all the time... like what to butcher the enemy units with, fire or cold. ;)

On large maps things only get tedious if you fall into the trap of holding onto every city you capture, trying to build up every resource.  You don't need them all in order to win, or even to have fun.

If you must hold onto the land, just spam pioneers and build outposts, they're very low maintenance and easy to take back, and they prevent your enemies from re-settling the land near a razed city.  Post an army nearby if you have to, but otherwise just push on and burn everything if you're trying to eliminate a rival.