The racial units are definitely more varied now and the mods do good job at keeping low tier units relevant throughout the game. That's pretty much all I can think of. The elephant in the room is not things done worse, it's just that a lot of things that AoW3 has are plain fucking missing here and not much is offered in exchange.Are there any things that it does better ?
I wasn't a fan of the combat or constant missing in AoW 2 either - especially the elven bowmen in Julia's campaigns - and I've edited my post accordingly.Oh god, please no. Planetfall is not nearly as retarded with missing as AoW 1-2 are, but still, the moment I lose a unit because I had 8 grazes in a row on some shitty tier1 trash standing in the open I rage and my fingers are itching to alt+f4. AoW3 ditching misses, but adding flanking and surprisingly deep morale system + retaining range and obstruction penalties was one of the biggest inclines.
Also, staggering needs major revamp as it's implemented really mindlessly right now. The worst thing about it is that it makes full action weapons even more useless than they already are.
It's what MoM did in the 90s but the LITERAL faggot devs are incapable of doing now, fuck I hate nu-AoWIf I was gonna make one change, I probably would've made unit strength drop off as models get killed - that seems to be what Fantasy General 2 is doing.
There's no such problem in MoM. I don't see it. It increases the value of getting in the first hit, but there's nothing wrong with getting the first hit in being particularly valuable.
There kinda is. There is nothing particularly tactical or smart about it and most of the time it's decided by the turn order, rather than something that the players do. You can see this in the Heroes games (without 4) where the battles all revolve around getting the first hit every time and low level spells like slow and haste are the most overpowered because of it. It's better if the units have simultaneous retaliation.
Given how trivially simple it would have been to implement, and AoW actually having a mathematically well thought out damage system, which proves their competence in this regard, it's pretty obvious it's a design choice. Hard to say for certain why they did this, but I'd guess it's about balancing single & multi model units - if regular units were subject to a quantity malus, it would make single model units even more overpowered. It's stands to some reason that such unit might be also subject to said malus, if, say, it's a living being, but things like tanks, and most importantly heroes (which are a huge part of the game after all) start to get weird - it's not like a gun loses it's damage properties when shot by a wounded hero or a broken tank. It would have to be an accuracy malus then, I guess, but then again it's weird to apply it to multi model units. And should they decide to go all the way down the rabbit hole, and actually apply damage malus to multi model units and accuracy malus to single model units it would make balancing a major issue, because same abilities would have varied usefulness depending on unit type. Needlessly convoluted, thus ditched idea IMO.There is no problem with that, as long as one side is in a hurry, otherwise, the optimal strategy would be for both side to wait for the other one to get in range:
If the attacker(the one who initiated battle) has a limited time before being forced to retreat, then there is no problem at all indeed.
That said, lots of long range power also solve the problem by forcing the other side to get in murder range.
It would only be unbalanced if you started with unit stats balanced for a game without casualty malus, then added it, which is an unrealistic scenario. MoM has casualty maluses and Eador has an injury malus system. There is no problem with them in either game, it's not weird - what's weird is their absence - nor impossible to balance, that mindset is probably the reason nu-AoW is lacking all sorts of mechanics that existed in older games. Though perhaps the lisping sodomites who developed nu-AoW genuinely couldn't do any better, since those nebbishes thought Civ5 was a worthy inspiration for both aesthetics and gameplay.Given how trivially simple it would have been to implement, and AoW actually having a mathematically well thought out damage system, which proves their competence in this regard, it's pretty obvious it's a design choice. Hard to say for certain why they did this, but I'd guess it's about balancing single & multi model units - if regular units were subject to a quantity malus, it would make single model units even more overpowered. It's stands to some reason that such unit might be also subject to said malus, if, say, it's a living being, but things like tanks, and most importantly heroes (which are a huge part of the game after all) start to get weird - it's not like a gun loses it's damage properties when shot by a wounded hero or a broken tank. It would have to be an accuracy malus then, I guess, but then again it's weird to apply it to multi model units. And should they decide to go all the way down the rabbit hole, and actually apply damage malus to multi model units and accuracy malus to single model units it would make balancing a major issue, because same abilities would have varied usefulness depending on unit type. Needlessly convoluted, thus ditched idea IMO.
Yes and no. Yes, the actual numbers can be rather liberal, as if in, 10 models represent an entire company or whatever the base unit scale is, but also no, because as I wrote, the hero unit is still a single unit.The multi-model units are just a visual representation, it's not such a big deal. Yeah, it's weird if we apply real world logic, but we really shouldn't in this case.
Because when it comes to melee, magic, or archery it stands to reason that even singular hero damage output is reliant on his health. The literal examples of firearms and vehicles weren't placed in my first post by chance. Both have a long standing tendency of fucking up fantasy mechanics, be it cRPG, P&P or tabletop.MoM has casualty maluses and Eador has an injury malus system.
I don't see the problem with having various attacks which are excluded from the injury malus.Yes and no. Yes, the actual numbers can be rather liberal, as if in, 10 models represent an entire company or whatever the base unit scale is, but also no, because as I wrote, the hero unit is still a single unit.The multi-model units are just a visual representation, it's not such a big deal. Yeah, it's weird if we apply real world logic, but we really shouldn't in this case.
Because when it comes to melee, magic, or archery it stands to reason that even singular hero damage output is reliant on his health. The literal examples of firearms and vehicles weren't placed in my first post by chance. Both have a long standing tendency of fucking up fantasy mechanics, be it cRPG, P&P or tabletop.MoM has casualty maluses and Eador has an injury malus system.
Maybe, but again, as I wrote, within system that includes things such as injury malus, such units would require some kind of malus for both balancing and reason's sake. Probably accuracy. That makes things like skills work non-uniform, eg. something like "power strike", a low ACC high DMG attack would work good on units subject to injury malus, since they don't get their ACC lowered, but bad on ACC reduced ones. Effectively the entire system becomes obfuscated and starts to lack clarity & cohesion.I don't see the problem with having various attacks which are excluded from the injury malus.Yes and no. Yes, the actual numbers can be rather liberal, as if in, 10 models represent an entire company or whatever the base unit scale is, but also no, because as I wrote, the hero unit is still a single unit.The multi-model units are just a visual representation, it's not such a big deal. Yeah, it's weird if we apply real world logic, but we really shouldn't in this case.
Because when it comes to melee, magic, or archery it stands to reason that even singular hero damage output is reliant on his health. The literal examples of firearms and vehicles weren't placed in my first post by chance. Both have a long standing tendency of fucking up fantasy mechanics, be it cRPG, P&P or tabletop.MoM has casualty maluses and Eador has an injury malus system.