- Mar 15, 2019
Just make everything optional, that's the key. Don't need to put a million things in the game, just make everything in it optional and easy to fine tune. (Also put Dark Elves in the game this time!!)
To be honest, I only care about the cam
Yeah, clicking constantly hoping that finally two half developed characters stop talking to each other so that you can start playin... Yawn. (As a filmmaker I can tell you that dialogue doesn't develop character, action does. But I am actually speaking more about Planetfall right now, I don't even think I ever started the AOWIII campaign)To be honest, I only care about the campaign...
Why sacrifice mana and a turn to do less damage?
As it is now, players allways choose the mastery after which specialization has a tier 4 summon since it is the strongest build.
Let there be height for ranged units on the combat map.
At least in multiplayer games It isn't. Those lvl 4 summons are only seldom used in games, because they appear in your list only shortly before the game is finished. Lvl 4 summons (other than class related) are gained from crypts/libraries or they don't even see the end of the game in most rounds.Let all specialization have a tier 4 summon creature. As it is now, players allways choose the mastery after which specialization has a tier 4 summon since it is the strongest build.
You do know, that you can use all abilities no matter how many of them your hero knows? Just open up its overview with clicking on its face and click on the ability you want to use. I agree it would be easier not to have to do this, but it is rarely the case anyway.Allow the UI for more than 10 combat abilities. It is so frustrating that as soon as you have to many abilities it creates a problem.
Eh... no. There are uses for all of the spells given the circumstances. If your hero does more with direct attacks, use them, if not use the spells. They are options nothing more. There is no need to mix magic with martial attacks within the same turn. Heroes are more than powerful enough as they are.As it is now, you never use the small combat spells since your hero to more damage with normal attacks anyway. Why sacrifice mana and a turn to do less damage?
I believe that Planetfall failed regarding several things. First of all it is supposed to be a SCi-Fi title but it's about units merrily walking around on planets, where they appear to be able to breathe and interact with enemies like they would on Earth. Planetfall was basically a fantasy game with a generic 'space' setting that doesn't work too well and doesn't feel sci-fi at all. It's worst defect is that it completely misses the part where the player interacts with the environment and find things never seen before (a random unit creator for aliens maybe instead than having the same ones over and over in every game?). The simple fact that roads build themselves everywhere and there is no organic interaction with nature shows the terrible direction the franchise could end up taking also for the regular fantasy series. Please developers do not go that way. A fantasy/medieval game is something where units must create their society and structures and discover a new unexplored world (well a sci-fi should be like that too but it's too late for that). I want to build roads, I want to discover things I have never seen before, every time I play! If at the beginning of a game a leader can be randomly created, enemy races can too and that would be so much more interesting than just adding glasses or hats to a leader. Heroes should be created randomly, like enemies and as many things as possible.
OK I didn't mean to imply that Planetfall is a complete failure. Certain things I like, for example the battle system is fun. Still to me the strategic map feels cold and uninteresting. The fact that you can't really interact with it by building cities and roads wherever you like, takes away from realism and immersion. Sure, the fact that a player ends up with regions instead than simply an area of influence around a city is fine; but if that means that I can only build a city in the center of any given region then I feel that I am losing a strategic option in favor of what is only an esthetic gimmick. Maybe the right compromise would be if players could build cities wherever they liked inside a region in order to claim it (with a fixed minimum distance between them).I don't think Planetfall failed and it's not Sci-fi it's cosmic fantasy. And in fact it has excellent setting with attempts to transfer traditional AoW races in space settings.
I never demand from a game to have some mechanics or have not. And that's why I don't consider pretesions like "I could cast global unit enchantments in AoW2 but I can't do that in AoW3. Bad game!!!!" valid. But Planetfall being not bad game at all has it's own very speciefic problems:
1) It has no custom maps. And RMG is not enough. In fact before all DLCs every generated map looked the very same. Even AoW3 with it's water zones provided more structure. DLCs added some variations but this don't solve the problems. And while AoW3 had some custom maps with the game and now there're 139 custom maps in Steam workshop. Planetfall has nothing at all only RMG. And that's my first wishes. The game must be shipped with custom maps and RMG should have more options f. e. I want to have a regulation of how players will be placed. In AoW3 and Planetfall teams are always groupped but it's bad decision for 1 human vs teamed AIs. And I don't expect that competitive AI which can provide a challenge in 1 vs 1 game will appear in the next years. And I want RMG templates f. e. "teams divided by a river", "Central high value cluster", "X Humans vs huge AI empire" (in fact Planetfall has something like this) "Starting big empires of N cities" and etc. I'm not fan of HOMM but AFAIK even HOMM 3 has templates for RMG.
2) Cosmite as a extra rare resource which limited ability to build high level units and upgrade them was good idea. But AI builds very few T3 units so in AoW3 player could face T4 units while having no ones here it's normal to have T3 armies and AI still sends hordes of bees, archers, and other T1-2 trash that dies from the one burst from Baron or laser tank.
3) While defending cities AI just runs forward so the player should only stay outside defence canons' range. Which ruins the whole city attack battles. In AoW3 AI at least understands to rely on long range units which have a wall as a high ground and attack without huge advantage can be hard.
4) Precise population control works while you have just few cities but it's necessary for effictive playing so everybody turns off auto on the 1st turn and assignes all colonists to food and etc. When you have 10 cities this thing becomes annoying. I guess it was taken from Civiliztion like ruined diplomacy (WHY it was needed?? Anyway everybody plays with fixed teams) but as I understand there're less settlements in Civilization.
One combat-related thing that was improved in Planetfall AI keeps ti's armies groupped in all prev. games it could be easilly catched off-guard. But because AI in Planetfall doesn't produce a lot of high level units it's armies are not compact and the player with T3-armies can always kill then part by part.
Veteran system in Planetfall sucks. It's castrated and boring. It's questionable if AoW3 should have infinite championship levels (very few starting units can reach very high ranks) but it provided interesting features on elite rank for many units while Planetfall usually gives HP and precision. +1 Range for Vanguard's laser tank on elite is something outstanding.
I don't talk about PvP because with it's mechanics of big armies and a lot of battles (especially AoW3) AoW always will be a game for long playing.