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The meaning behind my question is merely that I would like some battles similar to XCom or AoW in Warhammer 40K Gladius. What's more is that I don't want them to implement it, but more if they would be capable of doing it post launch in Gladius, or if they have to make a second game.
So disable the tactical option for multiplayer?
When I see comments like this I realize I'm old because people don't have the value of patience anymore.
Most people who have played Age of Wonders III and Planetfall think that the previous title is the better game. In several ways Planetfall represents a step backwards for your faction design. In AoW III you could make a class, race, and 3 (magic) specializations. In Planetfall you don't have that many real choices.
Both race and class (as well as certain magic combinations) give different units to round out your faction. For example a combination that doesn't have many fliers or any good fliers can take Air Mastery (costs 2 specialization choices) and you can get an air elemental.
Without even considering magic this means a goblin/warlord is going to play very differently from goblin/necromancer. Moreover individual units have different racial bonuses/abilities depending on race or class.
Say you choose goblin necro and you make the tier 3 necro unit (deathbringer). Because you made a goblin version of this unit it will gain the bonus: inflict poison & Inflict Weakness. But if you had chosen other races you would get different bonuses: Draconian - climb over walls, Halflings, backstab, etc. Note not every unit for every race combination gets a bonus... this too means certain combinations make different early/late/mid units better.
That is a pretty bad description IMHO.
While Classes make the gameplay different in AoW3, Races do so only marginally. Every race has an almost identical roster in terms of unit types (Basic Shield Infantry, Basic Spear Infantry, Basic Archer, Basic Skirmisher etc.), and they just gain some different perks per race.
In Planetfall it's pretty much the other way around, the races feature very different experiences and different unit types, while the secret techs ("classes") add on to those.
Basically, a Goblin Warlord and a Dwarf Warlord will play only marginally different in AoW3, while a Dvar Void Tech will play vastly different from Amazon Void Tech. But a Dvar Void Tech and a Dvar Promethean will play rather similar, while a Goblin Warlord and Goblin Druid will differ from each other.
While AoW3 has the problem that endgame is basically always mass T4 summoning because they are superior in every way, Planetfalls early game units remain relevant through Mods (ingame modifications, not programming mods).
Concerning the topic:
The main difference of battles in AoW3 and AoW:Planetfall is hit percentages. In AoW3, every attack always hits, the damage is fixed and based upon attack, defense, resistances, but always the same. Cover simply reduces damage taken.
Planetfall introduced hit chances, depending on cover, range, obstacles in the way your units have a chance to hit from 5-95%, similar to X-Com. Apart from that, Planetfall is much more focused on ranged combat compared to AoW3 because of the sci-fi vs. fantasy setting.