Age of Mythology: Retold

Age of Mythology: Retold

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Lord Haart 2. okt. 2024 kl. 10.26
Far larger maps are needed. A discussion...
Hi all,

I reckon more space to manoeuver, players could explore new tactics, such as establishing multiple bases, creating hidden outposts, or setting up elaborate ambushes. This added complexity would make each match more unpredictable and exciting, as players would need to adapt their strategies to the vast and varied terrain. The increased distance between teams would also encourage more scouting and reconnaissance, adding another layer of strategy to the game.

We all know larger maps would significantly enhance the aesthetic and immersive qualities of AoMR. The game’s stunning visuals and detailed environments deserve to be showcased on a grander scale. Imagine sprawling landscapes filled with lush forests, towering mountains, and expansive seas, all teeming with mythical creatures and ancient ruins, then just battering. These larger maps would not only be a feast for the eyes but also provide a richer backdrop for the epic battles and stories that unfold in each game.

Finally, accommodating 12 teams on larger maps would foster a more dynamic and engaging multiplayer experience. With more space, alliances and rivalries could form more naturally, leading to epic clashes and unexpected twists. Players would have the freedom to expand their empires without immediately clashing and battering with neighbours, allowing for a more gradual and strategic buildup. This would make each game feel like a true epic saga, where every decision and every battle has far-reaching consequences. In essence, larger maps would elevate AoMR to new heights, offering players a more expansive, strategic, and immersive experience.

Please larger. Alot.
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soldier6661111 2. okt. 2024 kl. 11.23 
With the last paragraph in mind, you would probably want higher research times and probably resource requirements, along with possibly higher time to kill (TTK) though not necessarily much higher.

As is, the game speed is too fast to really have these types of developments though they would be interesting.

Oh lol it’s the troll. Whatever still going to post this comment.
Lord Haart 2. okt. 2024 kl. 11.26 
AoE IV, in contrast, seems too slow.
Eaglemut 2. okt. 2024 kl. 21.00 
Opprinnelig skrevet av Lord Haart:
Finally, accommodating 12 teams on larger maps would foster a more dynamic and engaging multiplayer experience.
All maps are already dynamically sized based on the number of players, so with 12 players you get a much larger map than in 1v1.
Lord Haart 3. okt. 2024 kl. 3.28 
What size is 12 player on GIANT pls ?
Catalytic 3. okt. 2024 kl. 9.21 
Larger maps can be a real problem balance-wise:
1) it simply takes longer to scout it and to cross it. This creates a soft "treaty" that lessens the risk of early aggression. This will lead to more players trying fast heroic/boom strategies and to more games going a very long time with all players in the wonder age with 1/3 cost god powers.
2) it overvalues the speed variable of a unit. Fast units are a premium on large maps because they have the best ability to rapidly respond to threats and to create threats of their own. Getting siege engines to a target becomes even more of a headache than it is currently. You essentially have to build them on-site, at a forward base outside your opponent's base.
3) it disproportionately rewards defensive play and turtling because moving your army out is such a risk when it takes so long to bring it back if you get raided.
4) you simply need more population and buildings to "fill" the map. In order to functionally play you'll feel the need for a larger army, perhaps a defensive force and your attacking army. You'll need more production buildings. Everything has to get larger to "feel" as epic as you're envisioning. You'll spend more time in the end-game, more time auto-spawning units, need a bigger economy to support that. All of the various balance points are thrown off by such a change.

AoE3 has some long maps that even on normal settings require 2-3 minutes for a full army to cross and up to 5 if you bring artillery with it. In that game, it makes the defender's advantage so strong that playing in the traditional way results in a stalemate. Neither team can ever bring a large enough army that lasts long enough to do real damage before the defender's respawning reinforcements clean everything up and allow him to rebuild. It's worse on the "large" setting of these maps. The only solution is to build a massive forward base and hope it's got enough production capacity to sustain a proper attack against the respawning reinforcements. A 12-player map on AoM would feel very much the same. I don't know if there's a cap on the number of military production buildings you can make in AoM off the top of my head. On a larger map like you suggest, you'd certainly reach it and want it to be larger.

I'm not saying it couldn't be done, but it may result in a poorer experience than you might initially think.
Lord Haart 3. okt. 2024 kl. 9.28 
Yea but large maps promote strat and tact. Small maps r just "buildupandbattertheenemyintosubmissionsobadthattheybeg!
David McMurdo 3. okt. 2024 kl. 9.31 
It's perfect as it is so there will be no larger maps.
Lord Haart 3. okt. 2024 kl. 10.06 
I shall move on and pass.
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