I believe (nearly)2 years have passed now and any massive changes to the core game loop are unlikely for AOE4 by now. I in no way blame the devs for this kerfuffle. They do only what they are told to by their project managers and apparently for the managers a winning AOE formula is sort of AOE2.5 with a dash of AOM thrown on top for good measure.
How is it that such little creativity went into making this game. From the top of my head only 3 things come to mind. Units which can fire while on the move, stealth forests and defensive garrison able stone walls. Everything else was picked up wholesale from previous entries. And even that wasn’t done well.
The following things should have at least been considered while they were on the planning stage for this project:
- Proper unit physics and death animation ragdolls
- Proper siege physics and manned siege(they could have borrowed liberally from COH wholesale for this)
- Day-night cycle or something similar if you wanted to have proper stealth mechanics in your game.(guard buildings and military units could be the only ones carrying sources of illuminations so a whole new dynamic of ambushing your enemies during night raids could have been possible)
- Dynamic weather which could add another layer of buffs and debuffs for units.
- Hill advantage could be better implemented.
- Proper building destruction physics
- More defensive structures like moats, bridges, etcetc
- Uncontrolled AI citizens to make your empire seem more lived in and more dynamic(similar to games like they are billions)
- More Gaia AI like herds of animals, packs of predators, bandits and other dissidents(anything to make the world seem alive).
- Terrain deformation(permanent?) and building destruction which unis can take advantage of (say archers garrisoning in a half destroyed building for range advantage and protection from projectile fire)
- Proper and varied animations(every unit can’t fight everything else in the same way)
- Proper projectile physics also.
I probably am missing others.