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Jolly Joker

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I already wishlisted asymmetrical starting conditions - but not as part of a faction "trait", but as part of the random map set-up.

What I imagine is being able to create ransom maps that already have one or more better developed factions to simulate the fact that there may indeed by DIFFERENT conditions (on THAT planet) for different factions...
 

Terciperixmaximus

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I enjoyed playing to Age of Wonders III which was a well balanced and engaging game however I was never able to complete a game. This is due to a very simple problem namely turn time. I know that it is difficult to deal with but devs really need to do something about it. Not solving it in Planetfall would feel like a missed opportunity.
In AoWIII turn time is awfully long. Every time I start spending more time waiting for the turn to end than playing I abandon my game. Simultaneous turns are not a solution although some will like to have this option, which I understand. We really need fast turns, games like Civs are good exemple of what reasonable turn time means, longer in the late game, which is normal, and very fast in the early game.
If Planetfall is as good as AoWIII in term of gameplay plus this annoying problem is solved, I would probably buy it right off the bat.
 

Fenraellis

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Do you mean time for the A.I. to process their turn actions? Yeah, I suppose on larger maps with multiple A.I. opponents, later in the game it can be a bit of a slog at times.
 

BloodyBattleBrain

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Regarding turn times, did this have something to do with Computer power?

In my current, heavily modded game, I'm on a colossal map (larger than the default extra large maps) and I am finishing my turns after the AI.


I already wishlisted asymmetrical starting conditions - but not as part of a faction "trait", but as part of the random map set-up.

Which is fine, but I do think assymetrical racial traits is the way forwards. based on what we've seen in the combat units diaries so far, I am happy, and confident TS will keep it up.
 

Thrake

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I don't like asymetrical in the way of some AI having a headstart and ending up steamrolling everything else. Asymetrical through playing under different rules sounds cooler, although then comes the problem of balance and letting the AI use it correctly for every different kind of start which is rarely the case. So I would rather have symmetrical starts with (relatively) competitive AI than some starts only being handled correctly by humans. Or then have it as a start rule where you can choose the special masochist start for human.
 

BloodyBattleBrain

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Or then have it as a start rule where you can choose the special masochist start for human.

yes, in map setup, arrange it so that different players have a different set up. Hard to balance, so imho don't balance it too hard, and don;t balance the game around this, let it be something players use, so player x who is the best can set a handicap.

Asymetrical through playing under different rules sounds cooler

This is why i like the concept of quests as in Endless legend and Gladius so much, although in both it isn't implemented as well as it could be. You can "win" by finishing your quest line, but everybody's quest is different.

My dream with quests would be to take it almost to rpg levels, with interlocking quests and fail states (fail quest, trigger x)

Different ways to win for different factions and races, that would be great, and/or different ways to accomplish the same victory.

For example, Kir'ko could be pre-disposed to a Gaia victory more than Vanguard, and accomplish the end goal through different mechanics.


essentially, and this is a huge challenge, creating several versions of the same game per faction/race.

So, Vanguard and DVAR might have munitions and fuel as resources, Kir'ko and Amazons don't.

DVAR might use requisitions for healing (or the Assembly, as they are the Cyborg race apparently?)

Assembly might not use population.
 

Quark02

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I remember some game had an asymmetric start in some way. My memory may be somewhat blurry, but I think it worked so that depending on the faction you could get a few extra turns before other players (explained with "arriving early"). 1-2 extra turns before another players starts their conquest (or 1-2 turns lockout from some activities at the start of the game) isn't much, but it can give an edge.

The main problem with someone starting n turns earlier than others is independents swarming about, so a 'lockout' mechanic might work better (ie cannot start researching stuff for 2 turns or cannot summon a transport pod with a brand new unit for 2 turns (hence a delay in scouting)).
 

BloodyBattleBrain

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I remember some game had an asymmetric start in some way. My memory may be somewhat blurry, but I think it worked so that depending on the faction you could get a few extra turns before other players (explained with "arriving early"). 1-2 extra turns before another players starts their conquest (or 1-2 turns lockout from some activities at the start of the game) isn't much, but it can give an edge.
.


Beyond Earth.
 

Thrake

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This is why i like the concept of quests as in Endless legend and Gladius so much, although in both it isn't implemented as well as it could be. You can "win" by finishing your quest line, but everybody's quest is different.

My dream with quests would be to take it almost to rpg levels, with interlocking quests and fail states (fail quest, trigger x)

Different ways to win for different factions and races, that would be great, and/or different ways to accomplish the same victory.

For example, Kir'ko could be pre-disposed to a Gaia victory more than Vanguard, and accomplish the end goal through different mechanics.


essentially, and this is a huge challenge, creating several versions of the same game per faction/race.

So, Vanguard and DVAR might have munitions and fuel as resources, Kir'ko and Amazons don't.

DVAR might use requisitions for healing (or the Assembly, as they are the Cyborg race apparently?)

Assembly might not use population.

I'm not familiar with Endless Legends. One concept that I like however is victory conditions per race, in Distant worlds, you can mix victory conditions, like you have 10 global victory conditions you can fulfil, and 5 race specific victory conditions, if you fulfil say 6 of any of those conditions, then you win (in practice each condition gives you X% towards victory and of course once you hit 100% you win). The interesting twist comes with race victory conditions which let you RP a race and reward playing it differently, like a race that is really bad at researching had a victory condition set to be the less advanced race, then more obvious ones like a pacifist faction must have destroyed the least ennemy ships, or waged the least wars, a ruthless conqueror race must own at lest X homeworlds,... In any other game it would make no sense to not try to be the most advanced race, but in distant worlds it could be a real goal.
 

BloodyBattleBrain

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I'm not familiar with Endless Legends. One concept that I like however is victory conditions per race, in Distant worlds, you can mix victory conditions, like you have 10 global victory conditions you can fulfil, and 5 race specific victory conditions, if you fulfil say 6 of any of those conditions, then you win (in practice each condition gives you X% towards victory and of course once you hit 100% you win). The interesting twist comes with race victory conditions which let you RP a race and reward playing it differently, like a race that is really bad at researching had a victory condition set to be the less advanced race, then more obvious ones like a pacifist faction must have destroyed the least ennemy ships, or waged the least wars, a ruthless conqueror race must own at lest X homeworlds,... In any other game it would make no sense to not try to be the most advanced race, but in distant worlds it could be a real goal.


That sounds promising.
 

NINJEW

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something i'd like to see in Planetfall is some mechanic that makes losing a fight less absolutely crushing for the losing player. in AoW3, because battles are fought to annihilation, typically in pvp you have an hour+ amount of time dedicated to playing, uh, essentially sim city, followed by a single hour long battle which is a lot of fun, but typically ends with the loser losing their entire army that they've thrown their entire treasury into, and the winner losing maybe 2 or 3 units out of 18. so the winner of that battle goes on to steamroll the loser 9 times out of 10. people just calling it after that first battle and not wanting to bother with playing the mop up phase was really common, even in, say, a 3v3 game where the climatic battle happened between 2 players on each team.

There's a few systems that might help with this. something like total war, where (usually) your army isn't actually fully killed, but after a lost battle is severely weakened and must retreat back home to recover, would help with this a lot. i suppose a simple system would be something like, you get a partial refund for every unit of yours that died in a battle, though that's kinda unintuitive and probably really open to being exploited.

another thing i'd like, to come at this from another angle: some kind of skirmish game mode, where rather than playing the hour long set up game followed by the hour long battle, you can just skip straight to the hour long battle after a much shorter point-buy system to determine units or something. it's honestly kind of bizarre that a strategy game so heavily focused on combat doesn't have a game mode like this, i seem to recall there being efforts to create a custom map that would emulate something approaching this functionality in AoW3.
 

BloodyBattleBrain

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another thing i'd like, to come at this from another angle: some kind of skirmish game mode, where rather than playing the hour long set up game followed by the hour long battle, you can just skip straight to the hour long battle after a much shorter point-buy system to determine units or something. it's honestly kind of bizarre that a strategy game so heavily focused on combat doesn't have a game mode like this, i seem to recall there being efforts to create a custom map that would emulate something approaching this functionality in AoW3.

Arena mode + last stand mode.

Absolutely needs to happen!
 

Quark02

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The devs have stated that they want to increase the diplomacy depth in the game. As such, there is quite a lot that can be done, but can be technically difficult to implement (dependent on present implementations).

Firstly, directions you could give to your allies. Direct an AI or a human player to focus on a specific enemy's base/town (should the ally agree, naturally) to make forked strikes or combine forces. Increase the strategic possibilities through allies. One might even suggest that the ally should focus on specific research while the player oneself works on infrastructure/economy. Once both have done their part, they can exchange resources (knowledge for energy/units, could be a tentative in-advance-negotiated deal).

Secondly, something that could tie into the first - Victory Conditions that facilitate co-op. Something that requires multiple steps (e.g specific research/building, some triggering of event) that can be divided between allied players. If a player is short a step or a few, could just ally themselves with someone (or someones) who has/have those specific steps done and win, instead of dragging the end game on. This would naturally lead to other players trying to either go for the missing VC steps (to make themselves desirable allies) or attempt to stop undesirable alliances from forming. One of the major problems is getting the AI to work with these kinds of VC-s, and a diplomacy system that allows 'suggesting' specific goals/tasks could go a long way in doing so.
 

Happyworld

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seeing as we're wishlisting stuff, how about assymetric start conditions for players. So one player may start with no city but 2 settlers, other player has 1 city and a settler, 3rd and 4th players have 2 cities.

That kind of thing. Advantages of 2 settlers are you get to choose a good city start, whereas your start city might otherwise be non optimally placed. Downside is you are behind a couple of turns economically...

I like this idea
How about expanding it to allow each player to choose the starting composition of units, cities, buildings, technologies (research) etc
For example
Player one chooses 2 settlers and a medium size army.
Player two chooses 1 city, some prebuilt buildings, a few technologies and a small army.
Player three chooses 1 city and a large starting army.
Player four chooses a few technologies and a massive army (thus having to capture their first city)
 

BloodyBattleBrain

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A modification of this idea would be to have a point or resources system players can use to customise their own start.



Settlers, start tech, start units etc cost resources.
Go high on resources and low on units or vice versa.

It'd need careful balancing though, as an extra settler could be one hell of a start advantage.
 

Gilafron

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A couple PBEM requests:

1. Allow rearranging turn order in games with pre-made leaders
2. Allow replacement players (e.g. a player drops out, we can replace with another human instead of AI control)
 

Fluksen

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Allowing player picks his starting conditions would really need:
It'd need careful balancing though, as an extra settler could be one hell of a start advantage.
I would even go so far as to say would be nice to implement for fun but just forget balancing around that, especially if you want the races to play very differently. Hard enough to vaguely balance races as is with all the customisation as is I think.
 

Liberty_Valance

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Would be great if a type of chance attack could be triggered, this could be used in multiple ways.

For example, a unit uses a mini gun ability, 'Combo Attack', first attack has a 90% to be triggered, then 80%, 70% an so on giving a potential chance up to 10 shots, the last could be a guaranteed critical.

Where is this could be used also,
Start of each round a 10% chance to attack. A unit with an ability like 'Quick Attack'.
A status effect has been triggered like 'Counter Attack' where they are hit, 'Triggered Attack' where an enemy gets something like bloodlust when an enemy within melee range has been hit and is bleeding, giving a unit a low chance to attack.

There could also a be units that is 'Anti Chance Attacks', the dvar sentinel will attack first any unit who tries to 'Quick, Combo, Counter Attack etc..' So it could also work against a player/AI to just field these type of units.

Also
Would also be great to have consumable items, so for example a jet can only fire X2 Rockets, until next combat; an engineer can place 3X mines.
 

Liberty_Valance

AKA Wolfie
19 Badges
Jul 10, 2018
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This may be implemented somewhere else with spending diplomacy points, Is it possible to have an in game faction store, where you could purchase some low grade mod, tech, mounts, units (if they are included).