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Topic Subject:Suggested aoe 3 improvements
Cyclohexane
Skirmisher
posted 02-15-06 07:25 PM EDT (US)         
The purpose of this post is to consolidate ideas for the next patch or expansion set. I am suggesting key features to reduce the micromanagement of units, easier communication, and increase the overall enjoyment & strategy of the game.

1.Patrol formation. This could function by setting a gathering point on the map the unit rides to and then returns and repeats until a new order is given. The micromanagement of patrolling borders manually is time consuming.
2.Defend/Stagger formation. The defend formation is prone to artillery. If I order Stagger, they attack when I want them to defend. If I order to defend, they become clustered.
3.Guard/Follow formation. I am requesting a guard and follow feature. Another words, set your guardians on artillery and control the cannons to attack. The guardians follow and guard the cannons in Defend mode. They act like the Defend command and stand their ground when the cannons stop. They will not stand in Defend mode while the cannons march in the open. I want to defend artillery, not the ground! The guardians will also not run out and attack the enemy (like Volly).
4.Ability to group more than 50 units on one hotkey and assign sub groups to a master group. Itís aggravating when micro managing units and some stay behind because I cannot assign more than 50 units to one hotkey. I must separate those units and assign a different number. This cannot be done quickly since double clicking one unit type selects all similar units. For instance, have 30 units assigned to #1 and 30 on #2 but all 60 controlled by #3. When traveling or attacking a building use #3, when focus firing, use #1 and #2.
5.In-game whisper and squelch feature. Whispering is available but not useful when your friend is in a game. I see a friend online, whisper, get bored of waiting, and then start a game. He finishes, whispers, and now I am in a game.
6.Ability to join more than 1 clan for easy communication with different sets of friends. I have a few groups of friends that are members of different clans. I must create a channel to speak with them all simultaneously (then say no to the spammers to join games). It would be easier to join multiple clans (1 main clan in your profile and minor clans).
7.A method to increase the population limit for players with better computers. A 200 pop is fun, but not an army. Itís disappointing the pop limit hasnít increased in the years AOE has been a leader in the RTS genre. The graphics are great but game play shouldnít be sacrificed. I would run a lower graphics setting to have a 500 pop. For players that canít handle a large pop, have the option to set the max to 200, or even 100. Although graphically not as appealing, other RTS games run 500 to 2,000+ units.
8.More than 8 players in a game. Many online games support 16+ players. If your computer cannot handle this, do not play in large games.
9.More than 2 teams in a game. A 2v2v2v2 game would add to the strategic depth. Rushing would be harder if leaving your city defenseless may cost you the game. It should be an option, if you donít like it, donít join.
10.There should be new game creation filters of min & max ďwin %, rating, & # of games playedĒ. The HC lvl filter isnít enough unless both players are equally skilled (rarely true).
11.Ability to limit cards in a deck to a certain lvl. For instance, your opponent is equally skilled but doesnít work and has a lvl 106 civ. You are married with children and best civ is lvl 25. It would be nice to have option to make him create a lvl 25 deck to play. A lower HC lvl is a disadvantage if both players are equally skilled.
12.Random civs as a game creation option. This is possible if everyone has access to all cards in each civ. Random civs on a random map with 2 mins before the game to build your deck. No exp awarded, just a test of game skill. This would allow players to test strategies for their personalized HC. The entire game should be given by default, not by time invested. The card system adds strategic depth and is justifiable in the games time era but requires one civ to be played exclusively to have full access to its potential. Time devoted should increase skill and understanding, but not the only method to enjoy all of the game.
13.Allow a Supremacy HC to play Deathmatch games with no exp awarded. This would save server space for people who want to play an occasional Deathmatch but not build an entire civ. Once again, time investment versus full access to the game.
14.Saving multiplayer games when both players consent. Family gamers who work and have children need the ability to save when life happens. If server space is an issue, delete after a few days of inactivity.
15.More randomization in maps and more custom maps. I exclusively play multi player but I have completed the campaigns. There are some cool campaign maps that should be able to be played in multiplayer games and get exp.
16.No cap on in-game exp. To avoid cheating, cap the amount of exp a trade route can supply. In long games, change the exp to resources since HC shipments become less useful late game anyway. I just played a 2 hour 30K exp game. Some players are equally skilled and itís difficult to win. In these cases, more exp should be awarded considering in the same time frame we could have joined 3-6 noob games reaping in more exp from award bonuses.
17.Award exp in non rated no cheat games so friends can play without a loss, gain exp, and have access to more of the game. Forcing players to team up against the computer to avoid losses and gain exp is repetitive.
18.Ability to toggle friendly fire on or off. Its strange cheating can be toggled but many useful features are not available.

Thanks for reading my post. If you have any ideas or comments, please share them & reference the number in the thread. If youíre close with the AOE3 developers, forward this thread! Ensemble may take an ingenious thread from devoted fans seriously.

AuthorReplies:
OpenAmp
Banned
posted 02-15-06 07:50 PM EDT (US)     1 / 8       
keep in mind many of these are in the works; ES has been focusing on balances mainly.

it seems to be the biggest thing people complain about.

EDIT: also, i don't think continuously rewarding people who don't want to micro is a good thing. people who are good at microing should have an advantage over those who can't. it encourages improvent in lackluster microers. not that i'm saying you're one. i just think that there should be a lot open to do. keeps the game fast-moving and exciting, when you have to micro econ and watch out for rushes.

oh, as for the decks, a really high level HC won't have much advantage over a fairly low level HC if the players are of roughly equal level. a level one vs level 80, sure, but after people hit 25 or so, you have enough cards to manage.

[This message has been edited by OpenAmp (edited 02-15-2006 @ 07:57 PM).]

LembasBread
Skirmisher
posted 02-15-06 07:56 PM EDT (US)     2 / 8       

Quote:

Ability to group more than 50 units on one hotkey and assign sub groups to a master group. Itís aggravating when micro managing units and some stay behind because I cannot assign more than 50 units to one hotkey. I must separate those units and assign a different number. This cannot be done quickly since double clicking one unit type selects all similar units. For instance, have 30 units assigned to #1 and 30 on #2 but all 60 controlled by #3. When traveling or attacking a building use #3, when focus firing, use #1 and #2.

ES_Sandy commented on this some time ago. You cannot select more than what we can now, it causes problems with the game's programming. I would like to see subgroups though.


"The lembas had a virtue without which they would long ago have lain down to die. . . . this waybread of the Elves had a potency that increased as travelers relied on it alone and did not mingle it with other foods. It fed the will, and it gave strength to endure, and to master sinew and limb beyond the measure of mortal kind."

‚ÄĘ "The Lord of the Rings: The Return of the King" by J.R.R. Tolkien

‚ÄĘ Hit 2100+ cuetech rating on Sunday, April 17th, 2006

OpenAmp
Banned
posted 02-15-06 07:59 PM EDT (US)     3 / 8       
i totally agree with XP cap. i hate it so much.
dejanh
Skirmisher
posted 02-15-06 08:05 PM EDT (US)     4 / 8       
I like these poins. Some of this was in AOK, never quite understood why it was taken out O_o. Hopefully someone will read them. The best one from my perspective is the patrol and guard stance. Man, microing to guard cannons is a pain in the be-hind hehe. I would love to be able to set some halberdiers to guard to protect my cannons from ponies.

One point to add tho...

Artillery SHOULD have a minimum range. It does not make any sense for a cannon or rocket or w/e to fire when there is units attacking it in melee mode. How do you fire a cannon right into a soldier? Impossible.

George_III
Skirmisher
posted 02-15-06 08:11 PM EDT (US)     5 / 8       
I need formations. I need them.
Lord_Christian
Skirmisher
posted 02-15-06 08:26 PM EDT (US)     6 / 8       
1. Patrol formation.
wasnt this used in WCIII? i cant remember. that would be a noteable improvement, especially for those far away villies gathering wood.
2. Defend/Stagger formation.
good idea
3. Guard/Follow formation.
an even better idea
4. Ability to group more than 50 units on one hotkey and assign sub groups to a master group.
it is rather difficult to maintain a +50 army, usually when i get to that point ill try to just have say, 50 skirms and maybe 10 artillery, and if i do group i would split the 50 skirms in half, because i find huge groups like that are hard to manage when it gets down to a battle.
5. In-game whisper and squelch feature.
i think they need to overhaul the whole 'friends' list. a simple way of doing this is having their icon turn yellow when their in a game, and green only when they're in the browser, it seems so simple. i think getting whispers mid-game may be more of a hassle, especially if you've got 20 friends sending you whispers while you're trying to micro an army.
6. Ability to join more than 1 clan for easy communication with different sets of friends.
i refuse to join a clan so this doesnt apply to my kind.
7. A method to increase the population limit for players with better computers.
the only way this would work is if the pop-limit was set to the lowest computer playing. and i think it's rare that you'll find 4 players with rigs powerful enough to display 2,000 units (if the pop-limit were 500 for the game) plus a big part of my strategy in long games is deciding if i should get that extra mortar, or four more skirms, ya know?
8. More than 8 players in a game.
i have a decent setup (2.4ghz, +700RAM, geforce4) and i get major MAJOR lag in a 3v3 game, again, finding 16 players that can handle that would be rare.
9. More than 2 teams in a game.
that does seem like it would be a lot of fun
10. There should be new game creation filters of min & max ďwin %, rating, & # of games playedĒ.
yeah that's difinitely true, you should be able to filter win%. but for the most part if people want to play a certain win% (more/less) they put it in the game title, if you're the host and you dont want to play an 80% player, just kick him, ya know?
11. Ability to limit cards in a deck to a certain lvl.
you mean if you played someone at lvl 8, and you were a lvl25 you wouldnt be able to access your lvl10+ cards? I guess that would make things more balanced... but then there wouldnt be so much of a motivation to gain levels because then you'll just be playing more difficult games...
12. Random civs as a game creation option.
interesting idea, fun way to get to know civs you never really play.
13. Allow a Supremacy HC to play Deathmatch games with no exp awarded.
eh, that doesnt really turn me on
14. Saving multiplayer games when both players consent.
i dont know how many times i've had to resign from a game i was DOMINATING in because of one reason or another. It's a great idea on paper, but just imagine how many un-finished games you'd have because you cant meet-up with that player again... not to mention the fact that anybody who is obviously loosing would probably not want to consent to save the game.
15. More randomization in maps and more custom maps.
the only custom map i ever see is Fort Wars, where are all the modders out there!? make some fun maps to play!
16. No cap on in-game exp.
2 hour game! yikes.
17. Award exp in non rated no cheat games
whenever i get tired of playing 2v2 computer games i like to play a post-imperial. it's un-rated and it's almost like a deathmatch game, it's a mad rush to spawn villies and age up
18. Ability to toggle friendly fire on or off.
there's friendly fire? i wasnt aware of this... if you're saying there SHOULD be friendly fire (if you choose) i would probably never put it on.
renatzu
Skirmisher
posted 02-15-06 09:28 PM EDT (US)     7 / 8       
I'm just going to mention a few

Quote:

3. Guard/Follow formation. I am requesting a guard and follow feature. Another words, set your guardians on artillery and control the cannons to attack. The guardians follow and guard the cannons in Defend mode. They act like the Defend command and stand their ground when the cannons stop. They will not stand in Defend mode while the cannons march in the open. I want to defend artillery, not the ground! The guardians will also not run out and attack the enemy (like Volly).

9. More than 2 teams in a game. A 2v2v2v2 game would add to the strategic depth. Rushing would be harder if leaving your city defenseless may cost you the game. It should be an option, if you donít like it, donít join.

17. Award exp in non rated no cheat games so friends can play without a loss, gain exp, and have access to more of the game. Forcing players to team up against the computer to avoid losses and gain exp is repetitive.


3. I find that if I put some units in defend mode, and then select them along with the cannon (drag a box around it all) and order them somewhere, they will naturally into the box formation with the cannon in the center. The infantry stays in defend, and the cannon stays with them.

9. I've been thinking about that as well. I don't understand why there can only be 2 teams.

17. Why do you need to play against computers and "avoid losses"? Who cares if you lose, especially if you're playing against a friend. It's just a friendly game.

Cyclohexane
Skirmisher
posted 02-20-06 08:19 PM EDT (US)     8 / 8       
Open Amp:

If you play random maps, a lvl 25 versus a level 80 will have a significant disadvantage. If the map is water related or strong in Native Americans the level 80 will have decks to counter or take advantage of the situation. If the lvl 80 glances at the lvl 25 deck and sees all cavalry, the lvl 80 can counter. These are a few examples. I do agree a skilled lvl 25 will own a intermediate lvl 80 but we are talking equally skilled opponents only. My point is, it would be fun to match a friend with equal decks. Have the game limit the cards you can select for that game. Keep in mind, this is an option only, if you do not like, do not join that game.

As for micro managing, I disagree with you. I think more formations that limit micro will help some beginning players and help advanced even more. While the advanced player will just have more time for economy, strategic building placement, etc. The game will not slow down but it will speed up. The reason I did not get into WoW III is because it required to much micro and I got bored before I got good. This makes for battle tactics, not strategy. There is a slight difference. I prefer to manage large groups, not tell one unit what to do. I consider myself an intermediate player. From what I know of the game, a player strong in micro will still defeat a player depending solely on formations (even the ones I suggested). Think of it as a battlefield sergeant who keeps the units in the assigned command.

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