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How many units per faction?

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a month ago
Jan 26, 2025, 7:29:54 PM

Personally, I'm hoping each faction has a full unique unit roster. For example, every faction would have the same classes of units, but they will be vastly different in their stats and abilities.


Minor factions can help shore up your weaknesses, but every faction will generally have one unit for each role, even if its not the best in class.



Updated a month ago.
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a month ago
Jan 26, 2025, 11:55:17 PM

I would not be against more units or even having a unit for every role. just as long as you said they feel different from the other factions and minor factions units.

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a month ago
Jan 27, 2025, 1:46:08 AM
Personally, I half agree. Three combat units those feel a tad too small for the factions to me, especially for factions like the Allayi or Morgawr where the more utility Skyfin or naval faction units reduce their conventional roster. However, having these differences in my opinion accentuates the personalities of the faction and would rather that a larger roster of faction units doesn't detract from this to the point that I'd rather factions have multiple units of the same class, instead of units for all classes.


As an aside and a bit of speculation, assuming the more cinematic scenes are accurate to gameplay then it does look like the human faction has at least four units. We see gameplay footage of archers, cavalry and the big knight which I assume are all the same faction but in the one of the last cinematic scenes with the humans vs 'necrophages' there is also infantry with swords and shields. Either this is a fourth unit or the potentially the regular archers can be equipped with swords and shields as well (or it isn't representative of gameplay).
Even so, I wonder how you would feel about this? Potentially still three unit rosters but, the units being able to take up a more diverse range of weapons? 
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a month ago
Jan 27, 2025, 10:47:17 AM

Hansine_Losvig wrote:
Personally, I half agree. Three combat units those feel a tad too small for the factions to me, especially for factions like the Allayi or Morgawr where the more utility Skyfin or naval faction units reduce their conventional roster. However, having these differences in my opinion accentuates the personalities of the faction and would rather that a larger roster of faction units doesn't detract from this to the point that I'd rather factions have multiple units of the same class, instead of units for all classes.
As an aside and a bit of speculation, assuming the more cinematic scenes are accurate to gameplay then it does look like the human faction has at least four units. We see gameplay footage of archers, cavalry and the big knight which I assume are all the same faction but in the one of the last cinematic scenes with the humans vs 'necrophages' there is also infantry with swords and shields. Either this is a fourth unit or the potentially the regular archers can be equipped with swords and shields as well (or it isn't representative of gameplay).
Even so, I wonder how you would feel about this? Potentially still three unit rosters but, the units being able to take up a more diverse range of weapons? 

I agree with you, I think one more faction unit would be nice as it would round up the rosters while still leaving some gaps that factions would need to fill with minor factions. Imo not having complete unit rosters is important to maintain asymmetry between factions. The alternative is what happened in AOW4 at launch, where lategame everyone could build anything and all armies were the exact same regardless of culture or affinity.


Also I want to commend you on your trailer analysis, I didn’t catch that and I think it is such an interesting observation. Hopefully each faction will get 4 units or a T1 unit that can be equipped both with melee or ranged combat options.


Finally, for the people who want to keep visual cohesion in their faction, I think it would be interesting if, instead of giving you a unit blueprint using the faction’s model, minor factions gave you equipment blueprints that you could then use on your own major faction unit blueprints. This way you could train major faction units with special minor faction abilities (like the maces that stun, for example). I think it would be interesting but probably a lot of extra modeling work.

Updated a month ago.
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a month ago
Jan 27, 2025, 11:00:26 AM

Phonet wrote:

Personally, I'm hoping each faction has a full unique unit roster. For example, every faction would have the same classes of units, but they will be vastly different in their stats and abilities.


Minor factions can help shore up your weaknesses, but every faction will generally have one unit for each role, even if its not the best in class.



I cannot confirm the numbers of units per faction, but all factions have different units but share in some cases certain archetypes (like here are "ranger" units, or more "tank" ones). But apart from that and as some of you mentioned then you will have the minor factions that will expand the type of units you could have.

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a month ago
Jan 28, 2025, 2:54:43 AM

roger212 wrote:

Hansine_Losvig wrote:
Personally, I half agree. Three combat units those feel a tad too small for the factions to me, especially for factions like the Allayi or Morgawr where the more utility Skyfin or naval faction units reduce their conventional roster. However, having these differences in my opinion accentuates the personalities of the faction and would rather that a larger roster of faction units doesn't detract from this to the point that I'd rather factions have multiple units of the same class, instead of units for all classes.
As an aside and a bit of speculation, assuming the more cinematic scenes are accurate to gameplay then it does look like the human faction has at least four units. We see gameplay footage of archers, cavalry and the big knight which I assume are all the same faction but in the one of the last cinematic scenes with the humans vs 'necrophages' there is also infantry with swords and shields. Either this is a fourth unit or the potentially the regular archers can be equipped with swords and shields as well (or it isn't representative of gameplay).
Even so, I wonder how you would feel about this? Potentially still three unit rosters but, the units being able to take up a more diverse range of weapons? 

I agree with you, I think one more faction unit would be nice as it would round up the rosters while still leaving some gaps that factions would need to fill with minor factions. Imo not having complete unit rosters is important to maintain asymmetry between factions. The alternative is what happened in AOW4 at launch, where lategame everyone could build anything and all armies were the exact same regardless of culture or affinity.


Also I want to commend you on your trailer analysis, I didn’t catch that and I think it is such an interesting observation. Hopefully each faction will get 4 units or a T1 unit that can be equipped both with melee or ranged combat options.


Finally, for the people who want to keep visual cohesion in their faction, I think it would be interesting if, instead of giving you a unit blueprint using the faction’s model, minor factions gave you equipment blueprints that you could then use on your own major faction unit blueprints. This way you could train major faction units with special minor faction abilities (like the maces that stun, for example). I think it would be interesting but probably a lot of extra modeling work.

Thank you! Yeah, I may have went through the trailer a couple of times.. Feels like there is a lot of information that may be relevant to the game. I think especially with the activatable skills, it is probably possible to have units that could toggle between weapons, such as melee or ranged which might be interesting.


The only problem I see with gaining minor faction equipment how you would match them with the various tiers of equipment. Maybe a tad less interesting but probably far easier would be some minor faction accessory that gives the main trait of the faction such as applying poison, extra counter attacks, etc. I think this sort of idea would have to be limited though else it could reduce faction identity but allowing you to too easily make your units behave differently. 


I think people will always land in different spots to how whole the rosters should feel in terms of the roles covered but, do feel that having an extra unit or two per roster would be hard to argue against.

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a month ago
Jan 28, 2025, 3:20:00 AM

Sure, it needs more units, but also different ones per faction.

As I'm replaying a bit ES2, I find lot of spaceships are a bit the same, and we load them with modules.

Of course, module slots are differents, but it's hard to see a difference.

 It lacks something specific, unique traits and powers.


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a month ago
Jan 28, 2025, 4:56:30 AM

Enchanteur wrote:

Sure, it needs more units, but also different ones per faction.

As I'm replaying a bit ES2, I find lot of spaceships are a bit the same, and we load them with modules.

Of course, module slots are differents, but it's hard to see a difference.

 It lacks something specific, unique traits and powers.


Probably something like Humankind, where every unit has a generic archtype but a unique ability.

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