• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

sikbok

Second Lieutenant
Paradox Staff
6 Badges
May 16, 2018
116
6
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall - Revelations
Here are some more of my ideas:

Return Fire (unit ability):
When this ranged unit is attacked from range it will spend action points to shoot back. During the next turn its action points will be reduced. This should basically work exactly the same as the retaliation system for melee units.

Funny for me it's quite the other way round:
- Autoreturning fire? No! too easy to abuse, you park a unit behind cover, shoot at your enemy who autoreturns but does hardly any damage because you are behind cover and he isn't?! wtf.

Yep, overwatch will fill that point. It'll allow you to fire a shot at anybody within range that moves or attacks.
Some selective quotes here to support my argument.

We actually tried something like return fire early - many, many moons ago - in development. It was part of the 'how do we make mostly ranged combat work' prototyping. Return fire started out as a form of ranged retaliation. However, it didn't work as great. In large part due to the issues Fluksen pointed out. Easy to drain action points and shooting at stuff that's likely in cover.

We settled on an overwatch system, which is something of an pre-emptive, opt-in retaliation.

Extra Strike was a potent ability in AoW1, but not game-breaking I think.

I remember always going for Extra Strike in combination with High Attack/Damage, First Strike and Life Stealing. With Life Stealing being an uncapped % that worked out pretty good. Arguably it was the Life Stealing that was game-breaking though : )>