(I would like to add that I liked the way in AoK civs shared units, it made it way more balanced and I'm glad to hear this is the case in AoE III. Unique units built in massive structures (like AoK:TC's castles) would be awesome- Gaurdian_112) Umm...that is all I can think of atm. I also agree that AoE3 should include the Japanese Civ....We Want Samurai Dang-it. We need more civs. For example, if you're only going to add European Civs and America in this game, it won't be good. Civs like I think a good ESO would be one that is by an online browser, (Relics giving 1 gold per second would be awesome) (I prefer the campaigns AoK:TC style- World Map Conquest, in my opinion, is best left to games like Rome: Total War- Gaurdian_112) I think it would suit this game real well especially for the sake of melee units. Due to all the gunpowder warriors that will surely dominate the open battle field, melee units need sometype of special ability or advantage to shorten the gap a bit. In the forest or terrains like such where the dampness and humidity would hinder movement, dicipline, order and marksmanship, units with smaller, thrusting or slashing weapons would be able to have a greatly increased possibility to take the best out of the fighting. So units that have to run around the battle field alot and who regularly don't do as much damage with their blades will be worth the while if one can take the battle to where trees serve as shields against the shots. This would be alot more interesting than using hitpoints again. ^ Not really a suggestion but, meh 1) Multiplayer Designing: Imagine if you will, the ability to host a game, but instead of playing the game you got together with your buddies and designed a scenario online. Scenario design teams would probably find this the most useful as it would make it much easier to get together with other team members to work on joint projects. However, I think the average player would enjoy it as well. A group, for instance, could make a map and then play against each other on it. A good descriptive name for this would be cooperative designing. 2) Effects that can write/read from/to text files: Visualizing the effectiveness of these effects is a no brainier. This would make it possible to keep track of various things outside of a scenario. The implications for such triggers for both multiplayer scenarios and single player scenarios are monumental if you can conceive of a few of the possibilities such effects could have. 3) Graphic Scaling: Most games already have this as a feature of their editor. However, it would be useful if you could scale objects by individual axis. 4) Graphical Effects That are Laid as Terrains: With this idea you could draw on the map where you want to see smoke, mist, fog, rain etc... However, for this idea to actually be something creative you should also be able to manipulate the elevation level in which the terrain is placed. These effects shouldn't just be objects that have been incorporated into terrains as that defeats the purpose of such an idea. 5) A Water Fill Tool: For this tool to work properly the editor would have to function under a system of numerical denotation for elevations. Basically this tool would allow you to fill a certain elevation level up with water. The water level would be adjustable so both shallows and deep oceans can be created. The tool would only you to fill an area with water if that area is constrained by a higher elevation. This tool would allow water to placed at any elevation level without the hassle of non-elevation water based systems. 6) Surfaces and Colour Overlays That Can be Applied to Terrains: Basically this would allow you to change the tint of terrains by placing colour overlays on top of them. Coupled with this would the ability to choose from maybe four surfaces that can be placed with the terrain. These surfaces would fairly simple; you could have a jagged, flat, bumpy and blocky surface. These surfaces would not act as elevations, they would act simply as if they were normal terrains. 7) A Physics System that can be Modified: The designer would able to change a series of constant values (i.e. gravitational force, coefficient of static and kinetic friction). The designer would also have the ability to distort simple equations in order to create surreal effects. 8) A Component Based Trigger Systems: Several games already possess such a system as they dwarf non component based trigger systems by providing greater power and flexibility. A component based trigger system basically allows you to construct the components of triggers before you actually construct the trigger itself. In turn these components can be used in multiple triggers. The next step up from a component based trigger system would be one that operates in a similar fashion to windows. 9) Numerical Elevations: Elevation levels are denoted with a numerical value. 10) Saving your triggers/conditions/effects/objects/areas: the ability to copy all of your triggers/conditions/effects/objects/areas into a .txt file so that you can "load" them into a new scenario that you are designing without having to remake everything. 11) Multiplayer scenario testing: The ability to be able to test the multiplayer scenario as any player without going online. 12 A campaign editor: An editor which allows you choose what scenarios you would like in a campaign and the media you like in the campaign. (I know this sounds like an odd request, as this is fairly standard for editors now, but I certain game that came out recently completely forgot to put one in.) 13) Text editing system: Empires has a really nice system that allows you to change the colour, alignment and size of the text in areas where text is displayed. They also use a system that allows you to implant any numerical condition within a text section. This is great for things like kill counters, death counters, etc. 14) Unit Pathways This function would be similar to tasking units to an area only you would be able to define a path that the unit can walk along. 15) A Manual ___________________________________________________________ Updated [This message has been edited by Gaurdian_112 (edited 02-02-2005 @ 09:47 AM).]
When I play as the French. I wan't to believe I am playing the French. Not just a British look-a-like that is called French. They where simular in styles but there was enough strong differances to tell them apart. Implement this in the game please. Rumors say there are only 8 civs in this installment. Make those 8 civs unique in thier own way as much as possible.
Ohh you knew I was going to mention this ES. If I didn't I am sure someone would of. Lets be real here. Alot of the games coming out is supporting the Modding community. I think it is about time ES did the same. Not only will it build a wider/bigger fan base but it will improve the life span of the game. Games like Dungeon Siege whome have been out for years now is Still filled to the brim with fans in the community. Mods being released like Elemental for DS give so much to the game it is not even funny. Include convertion tools for the textures/models/file types. Include notes on how the game engine/files/structure works. Give us the ability to fully mod it. You will not regret it in the end.
Just like AoM had the option to play the game in low grphic settings. Please try to include this in AoE3 so those of us who can't afford the new power housemachines can still play the game.
Make relics Worth something. One thing I remember most about AoK is fighting over relics. Yeah they only gave you extra gold but it was worth the fight. The relics in AoM where ok but the bonuses they gave where not that efective. If the relics are going to give you some sort of tech upgrade then make the upgrade worth while. Not just barely effect a units stats.
Something I loved about AoK is the castles. Once you had one built you knew it was there to last and not become just a big terraign paper weight that would fall to a few standard troops like a stack of cards. The castles in AoK actually defended and did big damage to an army. Same goes for towers as well.
One unit I miss is the Monks from AoK. Granted they where there and had thier purpose. That purpose may not be needed in AoM. But religion was a huge thing during the colonial periods. Make units that can convert enemy units. It's a small thing I know but it is the small things that really add up in the end.
There was rumors of this and quite frankly I hope they are true. If not then ES might want to consider this. One thing I though that really hurt single player options was the lack of it period. A World Map Conquest mode would fit this perfect. It may not be a huge hit in MP but Single Players would love it. A Risk type of fitting but with the AGE series feel
I tried many times to change my hotkeys but:
1) It requires lots of time to find something good
2) Not easy to get used to them
3) When I go to a netcafe I have to either play with normal hotkeys or waste my time changing them to my like
Maybe there should be two(or more) hotkey profiles in the game. One profile should focus on having all hotkeys close together on the keyboard, like this (in terms of aoc):
A: champion, paladin, arbalest, onager
S: halberdier, hussar, skirmisher, scorpion
D: Eagle warrior, camel, cavalry archer, ram
etc.
The other hotkey profile could be the aok-style hotkey assignment, which is M for market, B for barracks, A for archery range, C for the camel, M for missionary, A for archer etc.
Ships that are expensive, big, powerful and that take many pop slots. Maybe even units that can be seen on their decks, depending on how many are garrisoned, would be cool.
With this command one could select units in a certain area and add a new command like "Convert" and voilà; it's "Convert Units in Area". Or "Teleport Units In Area", or "Rename Units in Area" or anything else.
Seriously, I want to build my own units, do my own scouting, personally advance through the ages, and actually have to look after the economy. In AoM:TT, with infinite farms, infinite trade, and auto queue, I felt more or less obsolete.
Armor upgrades can help rejuce the chances of being injured and some units (like heroes) when an arrow is about to hit them will put their shield up to block it.