The buffs from enchantments are not crazy interesting, but I think they're good enough. Also, that game didn't sell very well overall, so that could also be why they decided not to regurgitate all of its systems. The Planetfall mod system where you have a list of "models" of customized unit variants feels like a factory line, which is good for scifi but doesn't feel right to me in fantasy. Honestly, I wouldn't say it's simplified at all. high elves tend to do light damage type or something), AoW4 has you design your faction's identity as you play the map and research tomes. Rather than other games where each faction has an inherent affinity (e.g. Basically this is the process by which each faction becomes distinct and unique through the player's research choices. So basically, these enchantments help you navigate a particular path in pursuit of army synergy.Īs far as the types of enchantments, the basic line of "add elemental damage type" or whatever is not thrilling, but it's a basic mechanic of the game. This will also influence your tome planning. OK, then when it comes time to pick your next tome, you'll eye those tomes that give a new shock unit to make or summon. On the other hand, let's say you've been picking tomes for other reasons and wound up with enchantments that mostly stack on shock units. It will help you decide which tomes to take, which will in turn affect your affinities, spell pool, and unit mix overall. If I'm doing a ranged cav barbarian army with zero battle mages, then I'm going to tend to choose tomes that give ranged enchantments and avoid tomes that buff battle mages, since the latter is useless to me. So which types will be buffed influences your tome path. The enchantments don't apply to all of your units, only certain types. There are no mix'n'matching, no actual thoughts about particular unit build. And most of them are just boring buffs, no unique abilities added or some fun utility through transformations or enchants(except healing for supports maybe?). There is literally no depth in new system: This can help influence your strategies in surprising ways, which is just as interesting as having complete granular control over which specific units get enchantments. ![]() You are encouraged to think of units in terms of groups: battle mages, support, shock, and so on. The new system has its own subtlety and depth too. The latter is just a lot more work, although having the different types to choose from in the production menu (like Alpha Centauri!) was really cool. ![]() all shock units, all ranged units, etc.) is somehow worse than micromanaging enchantments on specific types of units. I'm not sure if enchanting everything of a particular type (e.g. ![]() Originally posted by suejak:I think mods are just a scifi-flavoured system, basically borrowed from the old Firaxis 4x Alpha Centauri. So I would argue they're trying to have distinct systems in Planetfall and fantasy AoW because 1) they're thematically different, 2) to reduce micromanagement, and 3) so it doesn't seem like they're just copy-pasting mechanics. all shock units, all ranged units, etc.) is somehow worse than micromanaging enchantments on specific units. I think mods are just a scifi-flavoured system, basically borrowed from the old Firaxis 4x Alpha Centauri.
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