Sorry^^Ĭlick to expand.I have to disagree here with you. Units are not enough different to justifie lose possibilities. If you don't do that, it is extremly difficult to balance. In a sense, AoWs have always been symmetrical games. A shock unit a little less "warrior style" (Feudal / Barbarian) if you want a way, a specific inspiration for a specific culture. You can really well create a tribal mage, or a very conventional mage (like Mystic) etc. So arbitrary remove a mage, or a shock unit to tell "Look ! this is more specific, more custom because not all kind of units !". There are already clones if we take this road. At best, it is only the skill associated (Stand together, Weakened etc.) I don't condemn that, but this is a simple observation.Īt this game, remove all not specific unit, because there already a lot of duplicates. Give me the difference between a feudal archer, a fury and a dark archer.^^. A mage, Shock unit etc, for all culture with specific moves, talents (= here is the "differenciation", not elsewhere), increase the differentiation, the choice.Īnd a remark : technically, units are already clones, copies. My position is simple.Īdd missing kind of unit. I want more differentiation AND all the possibilities of strategies. General dev (like others said, when you see the last culture in the DLC and thoses of base game.) I stay with mystic not because I like conceptually this culture, but because I want two unit of his stand. For mages (I play a lot with mage so I can speak) A lot of T2 (gold, cold, fire, lightning) but extremly few T3 with gold (often MANA oriented). You have tomes for complete, but you haven't an infinite choice. Where is the mage for feudal ? Where is the shock unit for High ? etc etc. Perhaps create all kind of units for all Cultures. Yes, it's confusing, but ultimately, it prevents me from easily moving from one to the other if I care about a particular kind of unit. I want an awakener or spellbreaker type magic unit with the new culture, I cannot. Cultures seem selective to me in terms of the types of units offered (Shield, mage, shock etc.). There is a thing with theory crafting in this game that bother me. But if you can choose what kinds of goblins show up on your maps that is kind of a compromise. I certainly think that the game shouldn't go backwards to the old days of all goblins have these traits. This would give cities a chance to slowly improve terrain they aren't adapted to at great expense. It would be very expensive but get cheaper the higher the city Tier. This would be like a province improvement but it changes the terrain not the improvement on it. Province Improvement Cavern of Wonders, Summonable Tier 4 Genie unit and recruitable Tier 3 support Djinnbinder unit that does extra damage to magic origin units.ħ: I also think that as the adaptation traits grant minor terraforming spells, and the Primal Culture has a means to terraform, Cities should be able to do terraforming projects. A province improvement that generates gold and research per adjacent desert.Ī Tome of the Djinn - Tier 3? 4? Materium Astral - Spells to do with wishes granting random but powerful buffs. That kind of thing.Ħ: A Tome of the Desert - Tier 1 Materium Astral - Spells to do with heat and dust, minor terraforming. choosing the weapon and shield from several visual options. Choose between the Light of the Heavens or the Darkness of the Tomb.Ĥ: A slight reworking of other cultures to give more playstyle options?ĥ: More customization options for the cultural units. At least the first 9 Tomes in order to give a faction a clear unique theme.ģ: A Culture with Ancient Egyptian vibes and Pyramids - for Azrac and Tigran reenactors! Seems like a good fit for Order Shadow in my mind. To this I would like to add my personal wants.ġ: Even more in depth control of what peoples and combinations spawn on the maps I create.Ģ: The options to set Tome Paths for custom factions I create. I thought each culture had 1 and Primal was going to be a little different. Culture development - I'm not sure about what is meant here by tomes per culture. Wonders - More would be good, and wonders enabling a building in city that would give a bonus to particular things would be a great addition like in Age of Wonders 3 where city placement was planned to eventually encompass multiple locations to create the ultimate archer or spear unit.ģ: More map structures - like the teleporters and shrines from AOE 1 that anyone could use,Ĥ. Water - enough said - this needs a fair bit of work.Ģ. ![]() Looking at the previous couple of comments I think Houseboy summed up some of the main areas well.ġ.
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