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    Real Strategy Requires Cunning

noname222

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Aug 28, 2016
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  • Magicka: Wizard Wars Founder Wizard
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1) Production/research carry-over, it was really usefull in planetfall.
2) Moddable strategical/tactical ai, after you learn how ai works it kinda becomes push-over( A couple of mods with different ai's would be great.
3) Actually sectors are more ai friendly in planetfall, you can't place a city so it could produce uber-units like in regular aow-3. So something similar could be good , maybe there should be lots of 'small' sectors.
4) Moddable t1-t4 were good as well, should be copied as swappable armor/shields/etc for regular units for aow4.
 

Rodmar18

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Sep 19, 2018
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Can units loot equipment on the battle field? (no magic items for heroes, simply unit custom upgrades such as elven sword, dragonscale armour, etc.)
 

THE-Black-Knight

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Mar 15, 2019
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DARK ELVES! With their exquisite Gothic looks. BLACK towers and all!

Also a "My Empire" System similar to that in Planetfall, but playable also as Multiplayer. The winner of the last game becomes the Emperor and gets a few boosts to his armies, the other players will challenge him in the following maps. (It should be possible to add new players for future games)

No teleporters in any shape or form (or optional for those who like silly stuff)

I loved the Wizard towers so seeing them again wouldn't bother me,

and I also loved the invisible elven cities in AOWSM
 

Rodmar18

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Sep 19, 2018
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  1. Hex type on the strategic map would determine the tactical map as currently, but tactical map would have hex types as well, that alter units' combat stats. For instance, a swamp map would feature marsh and solid ground, and movement and defenses could be altered, depending on whether hex a unit is standing on.
  2. Tactical hexes would be altered by some unit statuses and abilities, the same way any "Path of" ability acts on strategic hexes. Thus, a destroyed corpse or stinking unt pollute its hex for a few round (at least 1, at most until cadaver disappears). An explosion or any area effect would impact visually hexes (also possibly affect gameplay as per 1.). "Path of" abilities could also alter tactical hexes and have an "Inspiration"-like effect on adjacent units.
  3. Stinky would be a lasting status (at least 1 round), and wouldn't thus disappear as soon as its source is killed.
  4. A new layer would be added to RNG effects in combat: instead of just feedling with critical hits, morale could trigger random "irrational", or fuzzy acting, so as to make AI behaviour less predictible; units could retreat behind first line, units could choose to attack a non-optimal target, healers could choose to move/attack instead of healing less wounded units, ranged units could choose to go melee in spite of better odds with their ranged attack (and the reverse), etc. These random occurences would be rare enough to not feel like utter randomness, just fuzzy when several tactical options are available, or sub-optimal when unit is under stress. I guess that instead of always choosing the best action, a unit would draw its next action from a ponderated list based on its current morale and battle awareness. Eventually, some player-controlled units could also draw "out-of-control" rounds and would then act like AI-controlled units (as above), as a middle path between player-controlled and Panick/Berserk statuses. Indeed, this proposal is about adding a new layer of 1-round, sub-intensity Criticals/Panick/Berserk/Taunt events. Alternatively, they could be only added to current RNG mechanics, as when a chance for being Panicked is splitted/overhauled to a set of a chances for Panick-related effects.