I am creating this room to gather every one idea about in game mecanic and hope that developper read it.
Each proposed idea need to have a yes or no question under it, like this:
Yes
No
0voters
This will allow people to say their opinions and avoid long writing of hatred or love, since this place is to post in game mecanic idea.
If you do not like the way a proposition is writhen, rewrithe it in your own word, whit yes or no question.
Be carful about how you read statistiques in pourcentage.
Each answer need to be read individualy and a inverse question can get a bether grasp of a question.
Set golden gosth has unit place holder for villager.
Reason:
To avoid fast set up of buildings, villager need to work in each timed place holder, Limited to one villager at the time, allowing player to finish building the building, under enemy fire.
Will lower the need to clutter the map whit same building.
Yes
No
0voters
-‐-----------------------------------------‐—‐-------‐--------‐--------------------------- Set balistic of projectile in linear trajectory
Set balistic projectiles, like arrow or siege projectile, in an linear trajector, toward a fix point, when fire from unit.
Reason:
It will allow balistic projectile not to track a enemy that would go out of range.
It will allow missed arrow to land on other unit, that is passing in the landing zone.
Yes
No
0voters
---------------------‐------------------------------‐------‐----------------------------------- Set maximum zoom at 120% of maximum weapons range
Allow players to zoom out, to see the long maximum range of units and their target.
Reason:
Players do not see the target units in screen.
Yes
No
0voters
------‐---------‐----------------------------------------------------------------------------- Allow units to push each other
Allow units to push other none siege units, to make place on batlefield. (Like cavalery pushing and trample in enemy line.)
Reason:
Units stop to attack like pions.
Units act like a mobile wall.
Yes
No
0voters
--------------------------------------‐-----------------------------------‐------------------- Add one map whit timed snow
Have one map that have snow cumulation on the land, on a set periode of time, slowing land units and cause blocage on siege weapon mouvement.
Some part of the river freeze solid, allowing crossing river, build on ice and give acess to fish.
Yes
No
0voters
----------------------‐------------------------------------------------------------------------ Map whit mud land section
When it rain, the mud patch apear and slow down enemy and make siege weapons stuck in place, unable to move or set up.
River overflow, destroying buildings and units in its way.
Yes
No
0voters
—‐-----‐------------------------------------------------------------------------------------ Map whit dry periode
When there is a dry periode, buildings are set on fire easely, burn faster over time.
River dry out, giving access to hiden minerals and new passage way.
Yez
No
0voters
Spy unit
A special unit, that is seen has a normal villager.
When allowed by player, the unit can be used by enemy has a normal villager, that do not make buildings progress and fake to bring back resourcess to the depot.
The unit has the hability to set buildings on fire, assasinate , steal resourcess from town center or keep wall gate open.
Yes
No
0voters
—‐---------‐-------------‐--------------‐--------‐------------------------------------------- Engineering unit
-Special unit, that build any buildings faster and set up siege weapon faster.
-Has the hability “Fortifications under siege”, that allows the unit to repair a wall that is under attack and preventing its destruction, in exchange of resourcess loss.
-Has the hability of buildings 3 type of roads ( dirt road, wood road and stone road.)
The weather system that affects the game unit sounds cool, but the actual use may be a disaster; in a busy game, there are too many random factors that affect the player’s control rhythm, which is devastating for the game. In the COH2 game, they used to use the weather system, but after a period of time, the developers decided to remove it. Perhaps in a single player campaign, you can enjoy the beauty of a snowstorm slowing down your troops’ movement, but in compact PvP you encountered a snowstorm, your first thought may be: Who designed this thing!
who told you AOE 4 is low quality? AOE 4is dope it has bugs but SC 2 was also riddled with bugs and balancing issues when it launched, this is the third week since AOE 4 launched, devs have already acknowledged and if you go to their track list you can see some updates are awaiting some are still being tracked.
Well I won’t call age IV a quality game with that UI and the lack of qol for game play… In age IV you not only fight your opponent, you also fight against the UI…
Item 1: Add a hotkey that removes selected units from all control groups they’re in. AoE2 has this; it’s U Item 2: Since a player can cycle through scouts and religious units, please add a “select all” version of these hotkeys. Item 3: There are drop-down menus to choose what happens to the camera when using keys to select things instead of clicking or using control groups. Selecting all military production buildings (F1), selecting all economic buildings (F2), all tech buildings (F3), and select all landmarks (F4) could have their own dropdown menus (maybe even a third column in the hotkeys menu). Item 4: Select all Town Centers hotkey Item 5: When all military production buildings are selected (F1), instead of smashing all unit production into a top row and the various upgrades across the second and third rows, just have the unit production buttons spread across the grid. The most basic building (barracks) takes up the first slots (Q, W, and sometimes E), then archery ranges (E, R, T or R, T, A) and so forth. English keeps (and their keep clone landmarks) do this already in the Y menu. Item 6: Add shift-clicking to buy/sell resources at the market and to send resources to other players. Also, add numbers in the UI so that you can see how much you’re buying/selling. Item 7: When in the loading screen, give each team their own column – team 1 on the left, team 2 on the right. Item 8: Give players the ability to select a color, or at least a color preference Item 9: Make selection circles always visible – sometimes when units are on a hill or in tall grass they’re not visible. The whole point of selection circles is to be visible. Item 10: Put in a new panel for wireframes of units (at least the first few X units, X is 30 or 40). This would allow players to select wounded units and pull them back from the fight. Also would allow buildings/rams with things garrisoned inside them to be selected by themselves, instead of with their contents. Item 11: Change the accuracy of archers from 100% to a tapering 90%, 80%, 70%, etc. It would start to taper off 50–70% of the unit’s range. Item 12: Include a clock on the main menu, since notifications have timestamps Item 13: Make Daily Quests all visible at once (other games like Smite do this), instead of having to click through them. Item 14: Make clicking on resources and unbuilt buildings easier. At the same time, make it so the player can hold down a key (like Alt in AoE2) so they can tell a unit to move only. Item 15: Give the option to make the objectives display smaller in the top-left corner Item 16: Give the option to put the resources/idle villager/population display on the top-left of the screen (like in AoE2 and other RTS games); the objectives could have a miniaturized version in the bottom-left where the resource UI is now.
Problem with roads are units are soo stupid (ai) rn that they would be even more dededee trying to use the roads…
Also glad to see a dev comment on discussions