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My hopes in regards to what I feel is one of EL1's largest weaknesses.

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24 days ago
Jan 30, 2025, 12:54:22 PM

I agree combat was the main problem in EL, I wonder what path they took in that sequel. I'd love if it became some sort of chess.


Updated 24 days ago.
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24 days ago
Jan 30, 2025, 6:04:12 PM

FabionFox wrote:

I hope there won’t be the same frequent desynchronization issues as in EL1 and Humankind. It really frustrated me that when playing with friends, we often encountered desync and had to restart the session.​

Yes please. This issue has plagued my multiplayer games.

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23 days ago
Jan 31, 2025, 10:38:59 PM

I feel like your suggestion is how the system already works in Endless Legend 1 though? The units have very different appearances between factions, but they all have 3 out of Infantry, Support, Cavalry, Ranged or Flying, which you can equip with different gear to fulfill different battlefield roles:


  • Infantry: Two-handed for damage; Sword and Shield for frontlining.
  • Support: Buffing/Healing or Debuffing/CC
  • Cavalry: As unit type counters
  • Ranged: Crossbows for frontlining with the benifits of not getting hit back; Bows for kitting
  • Flying: AoE damage or unit type Counters


I forgot the exact weapons for the types beyond infantry and ranged.


Some factions put twists in these unit types, specially the minor factions, for instance Vaulter infantry gets Claws, which have different benefits and status effects when compared to two-handed and sword and shield. Forgotten being able to dual-wield. I think there is a faction or minor faction with Ranged Cavalry.


I found it really fun to add minor faction units which complemented my faction's unit rooster. Not that I am against them changing this system or improving upon it, it just sounded to me like the changes you are suggesting are how Endless Legend 1 already works.

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16 days ago
Feb 7, 2025, 7:53:47 PM

NoTLucas wrote:

I feel like your suggestion is how the system already works in Endless Legend 1 though? The units have very different appearances between factions, but they all have 3 out of Infantry, Support, Cavalry, Ranged or Flying, which you can equip with different gear to fulfill different battlefield roles:


  • Infantry: Two-handed for damage; Sword and Shield for frontlining.
  • Support: Buffing/Healing or Debuffing/CC
  • Cavalry: As unit type counters
  • Ranged: Crossbows for frontlining with the benifits of not getting hit back; Bows for kitting
  • Flying: AoE damage or unit type Counters


I forgot the exact weapons for the types beyond infantry and ranged.


Some factions put twists in these unit types, specially the minor factions, for instance Vaulter infantry gets Claws, which have different benefits and status effects when compared to two-handed and sword and shield. Forgotten being able to dual-wield. I think there is a faction or minor faction with Ranged Cavalry.


I found it really fun to add minor faction units which complemented my faction's unit rooster. Not that I am against them changing this system or improving upon it, it just sounded to me like the changes you are suggesting are how Endless Legend 1 already works.

I think hes talking about increasing the unit rosters in general. i.e more than 3 units

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16 days ago
Feb 7, 2025, 9:44:58 PM

Everyone and Amplitude would say the battles was the weak point of EL1 anyway, or else ES1 would never found its public.

Just throwing thoughs/ideas, and preachings for my point of vue :


- Beauty of chess is 6 units... There no need of the artificial diversity of a Total War roaster in a game to be interesting. In chess, what is important is positions, strategy. There is no paper-rock-scissors. You win if you best your opponent. When you win, it's because of your skill and a minimal portion of luck.


- To talk about Total War roaster, esp their most successful games which would be all the TW Warhammers, this one still have the problem of doom stacks, aka full armies of 20 same OP units. A great mod that I use in this game is one that put a rating to your troops, and allows 1-3 say "gold units", 5-8 "silver units" then any of the rest. This builds diverse armies. And yes, heavy cavalry factions use very good cavalry rated silver, and the same unit would be rated gold in another faction => this improves faction lore aswell.


- If the game is to remove lots of dice throws with almost no random like chess then the trap is to fall in a paper-rock-scissors (PRS) game anyway, or any of its variations (monkey-pirate-robot-ninja-zombie etc).

PRS imho are bad because, imho, it is felt as a fatality by players. This would lighten the "I won because I'm  better player" and boost the "you won because you had luck" feelings, which are bad player feelings.
Even if a few dice are kept to reduce the PRS factor, there is the same "random of doom" trap, because dice are still thrown at composition of armies. The player do not have full map view => he can't see what armies he will fight => here is your random. Chess doesn't do this. But still, you have to consider that composition random as an undodgable one. You have that base random by design. You'll have base random added by compositions already, but it could be predictable by the addition of a gold-silver-bronze rating ("I fight against the centaurs ? I expect lots of cavalry. Let's put some pikes. Oh noes, heavy bow elves are helping them ! I should plan more cavalry."). This base random by design puts a lot of variance in battle result. That's why I'd like a lot of random elements to be removed from actual battles.


In wargames what I like are positions. I could gamedesign a battle system that would work (I wrote wargames) but we need details on what to expect of EL2 to see what they plan for the game, to see if any of our ideas (any, others or mine) are in the spirit of the game :p

Updated 16 days ago.
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12 days ago
Feb 12, 2025, 3:06:55 AM
I wouldn't mind more than 3 units per faction if they added more unit types but i'd still want every faction to have a different collection of starting units and have to fill in the gaps with minir factions.

Legends 1 has a very particular balance when it came to units. There are only 5 unit types (not counting navy and guardians) so most factions can get access to a unit of each type with 2 of their 3 minor faction assimilations. You can easily get a unit of each type if you look for them with 1 left over for a specialist unit, (a healer, winter movement or diesase immunity) and build a well rounded army. It also feels like a deliberate choice on the devs part for your end game army to be 50/50 between your faction and assimilated units (barring factions that want to use minor factions as cannon fodder in lore like the morgwar or cultists).
I'd rather we see more weapons for units than new unit types. Like a new ranged weapon, in legends 1 almost all of the ranged units are the same weapon wise, longbow or crossbow and shield(/another crossbow if you're forgotten). The only exceptions are the ardent mage one which uses support/mage weapons because they are a wizard only faction and the mykara ranged unit which also uses the more magical weapons to reprsent the debilitaing effects of their spores. Outside of those 2 very specific for lore reasons, all the ranged units use the same weapons. It would be nice to see something different like a javelin, sling or maybe even a chakram just to mix it up at least a little.

I also really want to see an alternative for claws. The handful of units with only claws always stood out to me, stuff like the cultist cav or the geld minor faction unit, or necrophage/ardent mage fliers not having an alternative weapon/role they can be switched to, just claws. I get why that is, they are closer to beasts than other units (or seemingly can't use opposable thumbs in the geld's case?) and can't really wield proper weapons/tools. Still it would be nice to see something like horse armour down the tech tree giving them another way to use them.
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12 days ago
Feb 12, 2025, 7:31:13 AM

Just chiming in to heavily disagree, what sets EL apart from other 4X is its highly asymmetric style (and very engaging fantasy universe), having factions have only 3 types of core units is part of that. When you build around that, customizing and equipping accordingly your units with what you have well that's interesting. Having to weight in this faction minor's bonus to your empire against what unit it brings to the table in terms of unit, that's an interesting choice. That's the gameplay I want.

If you didn't spawn next to what you already decided you need, well now you can try to play the game differently then what you're used to do every game. Out of constraint you get creativity, if the goal is to have a BO for running your empire I don't find it fun.
Disclaimer : While I played a lot of multiplayer EL, none of it was competitive and my view point is much of a single player perspective.


Finally the customization in EL is one of the best thing they have, both in terms of strategic and aesthetics. I spent as much time creating army models in EL as creating characters in BG3.

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