taichiman
02-08-2007, 19:08
Foreword
While M2TW has some better features than RTW and STW, I still feel that there are areas that could be enhanced by Creative Assembly. That being the case, I have listed my requests here and would like your opinion on the matter.
This is divided into three sections: A) the new game mechanics that I would like to see in the next TW game; B) the new commands that could be incorporated as to enhance gameplay and minimize micromanagement and; C) recommended backdrop for the new TW game:
GAME MECHANICS:
1. CA should create a better AI that could be more prone to create alliances and, most importantly, be able to coordinate attack and defence on a strategic level so that instead of fighting incessant skirmishes, there can be few decisive epic battles worthy of Battle of Chalons (in which Flavius Aetius and his allies stopped the horde headed by Attila the Hun).
2. The game should end with an Epic Battle in which all hostile factions were to ally themselves and send a massive army as to challenge the human player to a last-man-standing battle (akin appearance of the Mongol Horde in MTW). This Epic Battle event could be trigger once a faction has achieved a certain level of dominance (say after conquering 30 provinces) and would serve as the perfect way to end the game.
3. The game should have the option of recording the battle once it is fought.
4. On the tactical map, there should be two levels of fog of war: the current status (you see it all) and the camera only on the general (you see only what the general sees). Obviously, the 2nd level is harder and yet more realistic. The map ought to be bigger (or at least comparable to STW) or limit the line of sight as to allow element of surprise/ambush.
5. On the strategy map, more than one army can form a combined attack on an enemy army by right click the area where the armies are and then click on the enemy target.
6. Also on the tactical map, you can have more than 20 units through the use of the tabs. Going back to the Battle of Chalons for example: I can have on my 1st tab the general Aetius and his 19 units of Roman legions and on my 2nd tab king Theodoric and his 19 units Visigoth warriors. At the player’s choosing, he/she can command them all or leave the select tab to the AI. As to minimize micromanagement, I have introduced the following commands that should enhance the gameplay.
7. Money is made not only by sacking enemy territories but by winning in battles as well. This is of a particular importance to the Barbarian factions. The money made should roughly equivalent to the cost of the enemy captured/killed.
8. Barbarian faction generals (as well as Carthage) should be able to increase its "prestige" points through successful battles. This “prestige” point could lower recruitment cost of mercenaries and/or attract with additional "volunteer" troops.
9. Barbarian factions should be able to “tech up” upon capturing “civilized” settlements, which would allow them to create better units.
10. Mercenaries (such as Numidian Skirmishers) should be able to be retrained to the full capacity at its origin source without the need of barrack.
11. With the notable exception of the Barbarian faction, when the player ventures outside of its territory it will require supplies. Logistics of supplies can be represented with a unit in form of caravan. Each caravan should sustain X number of units for X number of turns (the amount vary per sophistication of the civilization level) and it can be captured by the enemy. Units in foreign territory without adequate supplies will desert; have low morale and/or low ammunition and thus lower /attack/defence factor.
12. Roman Conqueror of significant accomplishments (capturing of most a faction's territories and/or its capital, annihilation of major enemy forces etc) should be given a corresponding cognomen such as Germanicus, Africanus, Numidicus, Felix (Lucky), Carnifex (butcher), Magnus (Great)... etc which could then be pass on as the family name.
13. Certain Barbarian units in their natural habitat should be able to automatically camouflage themselves if not moving.
14. Barbarian armies can move with faster speed within its territory despite lack of adequate road. Also, Barbarian armies can conceal better for ambush within its territory.
15. Praetorian Guards should be available only to the Roman Senate. It should be the strongest unit in the entire game.
16. The movement point for bigger ships should be increased accordingly. A trireme should be able to travel twice as far as a bireme.
While M2TW has some better features than RTW and STW, I still feel that there are areas that could be enhanced by Creative Assembly. That being the case, I have listed my requests here and would like your opinion on the matter.
This is divided into three sections: A) the new game mechanics that I would like to see in the next TW game; B) the new commands that could be incorporated as to enhance gameplay and minimize micromanagement and; C) recommended backdrop for the new TW game:
GAME MECHANICS:
1. CA should create a better AI that could be more prone to create alliances and, most importantly, be able to coordinate attack and defence on a strategic level so that instead of fighting incessant skirmishes, there can be few decisive epic battles worthy of Battle of Chalons (in which Flavius Aetius and his allies stopped the horde headed by Attila the Hun).
2. The game should end with an Epic Battle in which all hostile factions were to ally themselves and send a massive army as to challenge the human player to a last-man-standing battle (akin appearance of the Mongol Horde in MTW). This Epic Battle event could be trigger once a faction has achieved a certain level of dominance (say after conquering 30 provinces) and would serve as the perfect way to end the game.
3. The game should have the option of recording the battle once it is fought.
4. On the tactical map, there should be two levels of fog of war: the current status (you see it all) and the camera only on the general (you see only what the general sees). Obviously, the 2nd level is harder and yet more realistic. The map ought to be bigger (or at least comparable to STW) or limit the line of sight as to allow element of surprise/ambush.
5. On the strategy map, more than one army can form a combined attack on an enemy army by right click the area where the armies are and then click on the enemy target.
6. Also on the tactical map, you can have more than 20 units through the use of the tabs. Going back to the Battle of Chalons for example: I can have on my 1st tab the general Aetius and his 19 units of Roman legions and on my 2nd tab king Theodoric and his 19 units Visigoth warriors. At the player’s choosing, he/she can command them all or leave the select tab to the AI. As to minimize micromanagement, I have introduced the following commands that should enhance the gameplay.
7. Money is made not only by sacking enemy territories but by winning in battles as well. This is of a particular importance to the Barbarian factions. The money made should roughly equivalent to the cost of the enemy captured/killed.
8. Barbarian faction generals (as well as Carthage) should be able to increase its "prestige" points through successful battles. This “prestige” point could lower recruitment cost of mercenaries and/or attract with additional "volunteer" troops.
9. Barbarian factions should be able to “tech up” upon capturing “civilized” settlements, which would allow them to create better units.
10. Mercenaries (such as Numidian Skirmishers) should be able to be retrained to the full capacity at its origin source without the need of barrack.
11. With the notable exception of the Barbarian faction, when the player ventures outside of its territory it will require supplies. Logistics of supplies can be represented with a unit in form of caravan. Each caravan should sustain X number of units for X number of turns (the amount vary per sophistication of the civilization level) and it can be captured by the enemy. Units in foreign territory without adequate supplies will desert; have low morale and/or low ammunition and thus lower /attack/defence factor.
12. Roman Conqueror of significant accomplishments (capturing of most a faction's territories and/or its capital, annihilation of major enemy forces etc) should be given a corresponding cognomen such as Germanicus, Africanus, Numidicus, Felix (Lucky), Carnifex (butcher), Magnus (Great)... etc which could then be pass on as the family name.
13. Certain Barbarian units in their natural habitat should be able to automatically camouflage themselves if not moving.
14. Barbarian armies can move with faster speed within its territory despite lack of adequate road. Also, Barbarian armies can conceal better for ambush within its territory.
15. Praetorian Guards should be available only to the Roman Senate. It should be the strongest unit in the entire game.
16. The movement point for bigger ships should be increased accordingly. A trireme should be able to travel twice as far as a bireme.