So, in the early playtest thread it was said that they didn't bother to play with the sea/aquatic units or areas. Often, in tile based 4X games the sea is a bit of annoying element : Needed to leave islands and continents, powerful for trades if existing, but requiring a whole distinct set of technologies, units and by it's very nature, not that interesting tactically.
In planetfall the devs did what they could to gently nudge the players into interacting with sea zones, they slashed the cost of creating and maintaining the aquatic units, they added specific resources nodes and exploitations, and had even some dwelling (for the psy fish sub faction) there, and tried to put hazards in the tactical maps. Even if the transports aren't liked much, they did allow to use land units in these battles. But it seems it still wasn't really compelling, and a thankless task for the players to really dip their feet in the water.
A very different example of handling water areas is from Dominion, where not only many factions could build underwater some would have to start there and many systems interacted specifically with this : from units requiring to be either amphivious, undead or enchanted to go in there, to weapons becoming rusty and mostly polearms being efficient there, and the many, many spells that would work differently. But that's pretty extreme and was based around the ideas those factions would simpley fight near the ocean floorts instead of using navies.
Water can stay mostly an obstacle, and serve as big divider (in the way mountains can be) but at the same time sea faring or underwater cities and creatures are quite a staple of high fantasy and even if Age of Wonder is not really an economic centered strategy game, historically coastlines have been super important.
What would be your favorite approach about it ?
In planetfall the devs did what they could to gently nudge the players into interacting with sea zones, they slashed the cost of creating and maintaining the aquatic units, they added specific resources nodes and exploitations, and had even some dwelling (for the psy fish sub faction) there, and tried to put hazards in the tactical maps. Even if the transports aren't liked much, they did allow to use land units in these battles. But it seems it still wasn't really compelling, and a thankless task for the players to really dip their feet in the water.
A very different example of handling water areas is from Dominion, where not only many factions could build underwater some would have to start there and many systems interacted specifically with this : from units requiring to be either amphivious, undead or enchanted to go in there, to weapons becoming rusty and mostly polearms being efficient there, and the many, many spells that would work differently. But that's pretty extreme and was based around the ideas those factions would simpley fight near the ocean floorts instead of using navies.
Water can stay mostly an obstacle, and serve as big divider (in the way mountains can be) but at the same time sea faring or underwater cities and creatures are quite a staple of high fantasy and even if Age of Wonder is not really an economic centered strategy game, historically coastlines have been super important.
What would be your favorite approach about it ?
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