The graphics look nice, and the snapshot feature is also nice. In Planetfall, how much of the game is going to be "in our hands" so to speak, when it comes to modding? In Age of Wonders 3, there were still some limitations (Level cap on heroes, unit groups capped at 6, can't make Combat maps) for modders that were frustrating. In Age of Wonders 3, modding was a complete pain, but at least we had more freedoms than modding Age of Wonders 2 - Where we had to make our own tools for the most part, in order to modify more than just unit stats and effects. How is mod loading going to work? Are you going to use the same priority system from AoW 3 and rely on Mod Authors to manually specify their mod's prioirty (Bad idea IMO) or are you going to let us organise our own Load Order? (Good idea IMO) How easy to use is the new modding tool going to be? How different is the UI of the Editor and Tool set compared to AoW 3? AoW 3 had a really clunky editor, with no guidance. If you're just flying in circles around the attacker, after all, you're not defending the objective, and there's a military adage about how an aircraft can't hold ground. If there's an objective being defended, though, I think there needs to be some mechanic to represent that the objective has been abandoned by the defender and forfeited to the attacker. On the second: I think it's fine in an open field battle: if the defender can run rings around the attacker, it makes sense that the attacker just isn't going to be able to take them out. Or units might have a varied number of action points - a Dvar assault troop, for instance, might be slow but have many action points to represent that laying down a barrage of fire doesn't slow them down much, while a hovorbike-mounted sniper might have fewer to represent that while it can move fast, it has to stop and set up in order to snipe. For instance, certain actions might cost a certain % of movement points. It appears that culling the quote messes with the number order, but to throw in my own 2c on these topics:įor the first, there could be ways to make the system more granular without simply giving an advantage to units with more movement points.
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