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Suggestions:
Forums: Consolidate all
previously suggested ideas into a sticky so we don’t keep posting the same ones
over and over again. I just spent 45min
reading previous suggestions so I’d know that I’m not just bumping the same
ideas over and over again. (Obviously I went ahead and posted some anyway because
it’s a little variation).
Units
Scouts: One feature
that I feel is missing that is crucial to the AoE universe is the ability to
click one button and have them explore on their own. Then when they get in trouble that’s when we
have to go interact with him. It feels
broken to have to baby sit someone that doesn’t have the power or defense to
really do anything. (On that note there are exceptions so he shouldn’t be
completely automated, on the challenge levels where you need cows as fast food
for example) *Change the aggressive stance to explore because they’re an
overall weak class*
Villagers: The
ability to delete excess villagers so you don’t end up with 50+ villagers.
Could also be a solution (Though a poor one) to the priest issue.
Priests: A HUGE flaw is
that you can’t tell them whether to be defensive or attack. (Defensive should
be healing, Attack should be Converting Units). Basically in average PvE game-play if you recruit more than 1 priest they’ll convert a million and 2 villagers
preventing you from building up your army to a respectable standard because of
the population cap. Yes, idealistically
they only heal when out of combat. But
in missions where you have wave upon wave upon wave of enemies and villagers
running in between there isn’t a lot of time to heal. Putting them in a “Healing” Stance would give
them the ability to heal as SOON as we were out of combat, then stop healing and stand around while in combat, then healing
again (Instead of converting 5 billion villagers)
Attack Priority: There should be a priority of attacks,
Siege Engines>Archers>Calvary>Infantry>Villagers>Buildings. Or something
similar, it would be amazing if the user could adjust this and be able to
decide what’s attacked when large fronts are attacking one another (Had something
drastic happen to me before the reset, I was attacked by 2 fronts, 1 was a
majority siege group so I focused most of my attention there. The other was a
lot of archers/infantry. The issue I
stumbled into was the guy realized I was focusing on his siege group, so he hid
one of his sieges into the other group where I wasn’t focused and by the time I realized it
was there half of my city was destroyed.) So a priority based attack would’ve
solved that, they’d of seen the siege engine sneaking passed where all the
melee was at and they would’ve attacked it. To elaborate on this to avoid confusion, I was attacking both fronts. I just had more pressure at the siege group on the north side of town, the west side was a small battle between infantry, but I knew I was going to lose it so I wanted to get the north side clear then go back and assist. What happened was the guy controlled his siege engine around my troops that were fighting so it was a good move by him and I'm not saying that aspect is broken. It would just simplify things to give an attack priority so a siege engine can't sneak passed units without being attacked.
Inventory: Ability to Auto-sort your items so like items
stack up (Suggested before). Could have
multiple options like sort alphabetically, sort by item use (crafting, weapons,
blueprints, etc.).
Custom Map Building:
One thing AoE, SC, and all the big awesome strategy games have in common
is users having the ability to build custom maps, and set up custom scenarios.
Instead of just a death match, could be a fight for resources (ex 1 Gold
Resource placed between 2 opposing groups). There could be a capture the flag
type scenario where you have to build a wonder or a fortress at a certain
location and then defend it. Could even
have a scenario to where it’s the first one to get 3000/5000 resources. So basically you could have different ranks
for different tournaments, the only trouble might be that you’d have to create
a way to browse all the custom events. A
battle board of sorts, some obviously wouldn’t be as popular, but it’d give us
the ability to create what each user desires instead of trying to generalize
what we all want. This all brings me to
my next point…
Ability to start outside of Age I: Right now 99.5% of the matches I’m in always
end in Age II… Basically as soon as we
get archers we kill the scout team, then we build up and attack. So giving the ability to build custom maps,
or setting up custom scenarios could potentially solve this issue.
Home City Terra-forming tools and paints: This would give users the ability to truly
decorate their city. We could have roads
(pebble, brick, dirt, etc.), fields of meadows, we could build our city on a
little tropical island! We could build whatever our hearts desired taking care
of those people that absolutely love sandbox modes.
Game Options: Enable
Easy Drag Military – Would be absolutely amazing if we could combine a hotkey
for this and all other unit types (Villagers + Cows, Siege Engines be separate [Though
to be fair keeping them separate and hitting the default hotkeys work would
just be nice to be able to customize who I select].
Mini-games & customizable hero & More Co-op: As posted a number of
times no real need to post it again
|||Sigh... ^ is me. No idea what happened there, regardless this should fix it. Sorry for the confusion...
|||
These are good ideas. I like them.
Another suggestion is to have an auto recruite command similar to what existed in Age of Mythology. That way your barracks etc will keep producing men until either there is lack of required resources or population limit is reached.
|||You can already "delete villagers". What they really need is to be able to carry more than one resource until they reach their max carrying capacity so I don't blow 10 gold when I ask them to change to harvesting lumber!|||To delete villagers or any other unit all you have to do is have them selected and hit the Delete Key on your keyboard.
"What they really need is to be able to carry more than one resource until they reach their max carrying capacity so I don't blow 10 gold when I ask them to change to harvesting lumber!" = Awesome isea, and something that really needs to be adressed sooner then later.|||
>>> Attack Priority: There should be a priority of attacks,
Siege Engines>Archers>Calvary>Infantry>Villagers>Buildings. Or something
similar, it would be amazing if the user could adjust this
___
I've wanted this for ages (no pun intended!)
It's really annoying now when you attack-move somewhere and my troops attack the dang walls while there are troops and vils to be slaughtered!!
I'd love it if it was some kind of list in the options section with check boxes (to include/skip), and a way to make your own priority (move up/down).
The rest of the ideas you listed are great too, but I wanted to specifically highlight this one. The priests need work too as you mentioned.
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