Age of Wonders: Planetfall

Age of Wonders: Planetfall

View Stats:
AVATON Aug 23, 2019 @ 3:13am
Spearlady vs atomic submarine or absurd in naval combats
I think naval combats it's the only strange and absurd thing in this game. Why my amazon spearlady on the dyno stands on a float and fight against submarines, and DEFEAT THEM? What an absurd is going on here? https://steamuserimages-a.akamaihd.net/ugc/797621337729931283/25171F3821921FAF30802A85632CF4BC0251104E/

I think this system in which ground units in sea fights having the same effectiveness as the naval must be excluded from the game. Why not just forbid ground units to use sea?
< >
Showing 1-6 of 6 comments
AnemoneMeer Aug 23, 2019 @ 3:15am 
They don't fight nearly as well. Ocean combat severely slows movement and severely weakens defenses. If you check your unit stats, you'll notice a massive weakness to all damage having been added.

Guns don't get made less effective by what you're standing on, what makes you weak is how easy you are to be sunk into the waves, and how much slower it is than land movement.
MattStriker Aug 23, 2019 @ 3:16am 
If realism is what you're looking for then this is not your game series :P.
AVATON Aug 23, 2019 @ 3:20am 
Originally posted by AnemoneMeer:
They don't fight nearly as well. Ocean combat severely slows movement and severely weakens defenses. If you check your unit stats, you'll notice a massive weakness to all damage having been added.

Guns don't get made less effective by what you're standing on, what makes you weak is how easy you are to be sunk into the waves, and how much slower it is than land movement.
But it feels like naval combats in Rome II on early versions... where spam of transports easily defeated battle fleets, because the penalty is too low. Why build naval units if I can defeat AI bases by ground units? I think it corrupts the feel of the game. It's not about realism, it's about logic and game design.
Last edited by AVATON; Aug 23, 2019 @ 3:21am
AnemoneMeer Aug 23, 2019 @ 3:24am 
Because naval units and floating/flying units horribly, horribly destroy transports in an even fight.

Remember, you are slower and you take more damage. A ship can easily sit comfortably out of range, dart in, and burst a target down. Or run away and poke at the edges, because any effort to split your forces results in the split units being pounced and destroyed.
Astasia Aug 23, 2019 @ 4:19am 
I've had zero issues taking armies of land units into the water and clearing out everything remotely threatening with them. There is no point to building ships at all because any unit standing on a pontoon can kill enemy warships with a melee weapon with minimal risk. The penalties for embarked units are trivial, I didn't even know they existed for several games.

I don't think realism is the issue, but the entire mechanic is just really awkward and needs to be rebalanced. I expect that wont happen until the water DLC that makes oceans actually important in some way though.
Last edited by Astasia; Aug 23, 2019 @ 4:21am
Ichthyic Aug 23, 2019 @ 4:31am 
I agree with the OP. I have never lost a transport on the water.

Ships should have some free-action skill like "broadside" that allows them do do double damage to transports for a turn, with a cooldown of 2 turns say.

and subs that submerge should be entirely untargetable by anything other than other ships or aquatic units, not just harder to hit. as a non aquatic, you should only be able to target them when they surface to attack.

I think those two things would balance out the combat a bit better, and make ship building or recruiting aquatic units (like the whales, penguins, etc) more important.



Last edited by Ichthyic; Aug 23, 2019 @ 4:33am
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Aug 23, 2019 @ 3:13am
Posts: 6