Kael
Deity
Chalid said:Wenn the SDK and new models become available the war strategies should be reconsidered.
Until now we have an uniform combat througout the game where primary 5 classes (melee, ranged, mage, mounted, recon) of units with different abitities but all being similar powerfull fight each other. The main difference between the tiers (and therfor the ongoing Game) is the increasing strenght of the units. In contrast vanilla civ gives several breaks in strategy, where the strongest is with the development of tanks and aircrafts, suddenly speeding up the wars tenfold.
I'd like it if FfH would provide similar Eras where combat has completly different styles. This could be archived by making one type of units especially strong in each era. For exampel this could look the following:
- In the beginning the warriors and scouts.
- Then a short period where mounted units are the best choice. Possibly there are no walls and no strong anti-mounted units yet? So this allows some short bloddy wars at the beginning of the game.
- The next time period might be controlled by Melee troops that slowly march into the enemy territory followed by strong siege engines. City defence should be quite strong at this time.
- At least one Era will be completly contolled by the Mages softening enemy cities with their spells and allowing your troops to storm the weakened cities without mercy and quite quick as you have not to wait for your sieges.
- Then there could be an time where airunits are build and very quick wars can be fought. But on the other hand magic resistant units will make mages less powerfull.
- The next Era ranged units might be boostet, possibly some more common gunpowder units that have very good defence agains air units. Thus forcing the main troops back to the ground and slowing the final progress. In this final Era all troops become valid choices as there is a counterstrategy for every unit.
Of course these ideas have to be closely examined as they need much balancing and will have to go with major redesigns of the tech tree. Additionally the promotions available to some of the units will have to be reworked.
But in combination with the races that could have UU which are in contast to the dominating unit of the respective Era it might enhace strategy a lot.
Speaking of Races.. the design doc doesnt show a race of giants... that is something i would like very much.. Very powerfull at the beginning but slow in technological advance and only a very small choice of units - primary melee - availabe.
I had hoped that when the civ's are given their UU's that they might be able to give them an era to dominate, force players into countering strategy's and encourage battle. At this point I do feel like this occurs now with the hero units. The civs that get them typically become aggresive, and they have a huge impact on battle.