I noticed in the first scenario, its more like Civilization in that you cannot custom make units. You just have a particular archer and thats all there is to it. I realize that OpenDev is just to sort of showcase particular features, but my fear is that they will leave that part out. Its something I always loved doing in all of the other Amplitude games. (Im bad at it though) and I think adds another layer to replayability, changing up your unit archetypes.
Will we see this in Humankind or are they going for a more Civilization, static unit, approach?
The unit customisation featured in Endless Legend is absolutely fantastic.
I would love to see this level of unit customisation such as armours and weapons be included in Humankind, it really adds tactical depth to unit creation and affects statistics and how the units are used.
It would be a great shame to have this level of depth missing from Humankind. Please can we see some level of unit customisation return to this new game. Without it it feels like we have taken one step forwards but two steps back.
Not only all of that, but it feels weird to me. A game they are toting as "Its your empire! You rewrite history!" to then limit me to culturally specific units and be unable to change them in any way. Feels like we should just be picking a country rather than multiple cultures. It would greatly enhance the depth of tactics used from everything to making specialized "explorer units" to ones that are meant strictly for defense.
I do not think that unit customization is a good fit for Humankind. It adds this additional layer of complexity that is difficult to balance and distracting from the main game. Also, this works in EL since there are only a couple of units in total, but Humankind has many more units, split through historical eras.
I appreciate your enthusiasm on Humankind but introducing unit customization at the current development stage is simply not possible. Adding such huge & complex mechanics is going to demand lots of development resources by implementation alone. Adjusting related mechanics will consume even more time.
Personally I don't think unit customization would fit in where the timeline of the game spans through millennials. It would be more fitting to create a custom unit from a certain time period. Like WW2 or Victorian times. Fantasy setting could open up some possibilities too. Like EL or Thea.
If the promotion feature is dense enough, the players would still get to customize a unit anyways. For what is worth, we kinda get to customize our army doctrine, by selecting a different type of culture each time.
I would really like a feature allowing my civilization to become an hybrid with others, via commerce, conquest, culture more or less like in real life.
I see unit customization as desireable. Imagine beginning with a generic unit - say, horseman - and depending upon how you use it and what experiences (good and bad) it has in battle, it shapes the character of the unit over time. The generic can evolve character to suit the period and the people who created it. Eventually it could evolve in different directions, like the Uhlans did or the Cossack Cavalry. They'd have different battle characteristics and optimizations. Civ had hard-coded different units. With Humankind I'm thinking more of unit evolution and each unit would be a kind of character in and of itself, able to evolve over time and adapt, expand or simply die off if it proved inefficient or lackluster. Thik of it as growning your own "unique units" except the units would be able to shed their characteristics depending upon how they were used over time: a group of club-armed hunters could evolve into horse-back raiders, then into coastal boat raiders and eventually into a submarine pack - all depending upon the choices made by their possessor and upon the battles they win and lose over the centuries. This way your culture develops a "warrior culture" that is unique to itself as well.
Maybe the unit customization system can replace genric unit system? Instead of new units, military tech unlocks equipments you can assign to your "soldier"units. And their roles, performance and price depend on the things they have, so you can adjust according to situation.
+1 I would like something different from other "civ games" out there.
Maybe the unit customization system can replace genric unit system? Instead of new units, military tech unlocks equipments you can assign to your "soldier"units. And their roles, performance and price depend on the things they have, so you can adjust according to situation.
I think unit armour, item and weapon customisation would add so much depth to the combat it would be fantastic and make the game truly unique. This aspect would make Humankind shine out from anything Civ or other Civ a likes could offer.
This feature was the single strongest aspect Endless Legend had going for it as a fantasy 4x.
Even something so simple as being able to give swordsmen either a shortsword or longsword which affected weapon stats or Archers longbows or shortbows, or Riflemen different types or riles would enrich the game so much and add a very much needed tactical layer to the game. No models need to change only the weapons held. In terms of Outfitting different armour could confer different stats, eg increased toughness but slower vs faster move speed but lighter that sort of thing.
Releasing the game with locked units with no form of customisation would be a missed opportunity and very much upset a lot of Amplitude fans I think as it seems to be an established trademark of this company.
Customization is a double edged sword as incorporating it always lengthens turn times. With the current deployment and reinforcement system, players will have copious amounts of units and each being special is tedious.
- I do not want to click on each and every unit (on both sides) to view their good/bad traits every turn.
- I do not want to forget to herd together some amphibious cliff-scaling pikemen to make a risky jaunt on the Carthaginian capital.
Personally, the cohesion of the different cultures is the focal point of Humankind instead of the individuality and ability of each and every swordsman. I just want to be able to glance at a unit's symbol or graphic, inherently know what it can and cannot do, maneuver it around, and proceed onto the next in a quick and methodical manor.
If customization does work its way in... integrate it at the army commander/general level instead of at the unit/troop level.
Blanket traits like "build siege engines X turns sooner" or "lose 50% less morale on defeats" would be meaningful and flavorful enough for players to sink their teeth into.
Players may not currently see it, but many cultural passives will be passed forward to further influence and complicate combat as the eras progress.
I actually think that customisation will allow for players to have meaningful and timeabsorbing things to do especially in multiplayer whilst waiting for two other people to finish combat. besides it is a way of allowing variatioons on the standard unit each which is perfectly good for its own initial role. customisation should allow for 2-3 variants on the base. Those who don't want to customise can use the base, others who want a different approach can take the time to so. Turn timers can help people make quick turns when in games against unknown players and agreements between friends can help things move along at pace when playing against/with friends
I am vehemently against unit customization. This is my most hated feature of the Endless games (and frankly literally every space 4x game that forces you to build stupid starships fiddling with this and that all of which barely makes a difference). Endless micromanagement, endless clicking, endless updating every 2 turns when you disover a new technology, endless creation of alternative units using different unique resources, and all of which barely make a difference -- and all of which grows expontentially as you get an endless number of units and heroes. (Yes, "endless" pun intended.) I for one am extremely glad it is not in Humankind. And I think developers have confirmed that it won't be.
I already greatly fear how much tactical combat slows the game down. Don't get me wrong, the battles in OpenDev were quite good, but the thought of going through all that in every engagement terrifies me slightly. I take some comfort in that I will likely automate 90% of combat (like in total war 3K) b/c player intervention will make no difference -- except i want autocombat to be even faster. To think about swapping out equipment endlessly on top of an already micro-heavy tactical combat would make the game unplayable for me. (Or maybe I'm just not cut out for amplitude games)
I can see positive and negative on both sides here. I think the promitions is the easy solution or compensatiuon they went for. Maybe make the promition more interesting like promitions trees. I like the promotions in Civ 5, but Civ 6 promotions felt way too generic and bland. The same could be said about Humankinds promotions simply being +1 in strength/damage or that stat whatever it is called. Full blown out customization with gear, armour and whatnot on the other hand is probably way too much fiddling and would be hard over time as units gets upgraded with the next era, but at least a more interesting promotion tree maybe.
On the other hand the promoition in Civ 5 hav it's issues, as some units was counted as mounted, or ranged in one era, then later on was changed to another class after an era upgrade, as machine guns and such was introduced, basically making previous promotion having no effect at all. So it is imporant to make sure the promotions do apply to the units class when units are upgraded, or maybe have the points not exactly reset but be given back in a pool for the unit and could be re-assigned to fit the promotion after and era upgrade.
I am vehemently against unit customization. This is my most hated feature of the Endless games (and frankly literally every space 4x game that forces you to build stupid starships fiddling with this and that all of which barely makes a difference). Endless micromanagement, endless clicking, endless updating every 2 turns when you disover a new technology, endless creation of alternative units using different unique resources, and all of which barely make a difference -- and all of which grows expontentially as you get an endless number of units and heroes. (Yes, "endless" pun intended.) I for one am extremely glad it is not in Humankind. And I think developers have confirmed that it won't be.
I already greatly fear how much tactical combat slows the game down. Don't get me wrong, the battles in OpenDev were quite good, but the thought of going through all that in every engagement terrifies me slightly. I take some comfort in that I will likely automate 90% of combat (like in total war 3K) b/c player intervention will make no difference -- except i want autocombat to be even faster. To think about swapping out equipment endlessly on top of an already micro-heavy tactical combat would make the game unplayable for me. (Or maybe I'm just not cut out for amplitude games)
I broadly agree with this. Not much to add really. On balance, unit customisation adds a lot of micro (design, update, juggle unit templates, check every enemy unit upon and before every combat) for often relatively limited pay-off (some special attack mode? a glass canon to exploit AI behaviour? Having "just the right" counter?). On top it's very hard to balance right.
I think the more detailed tactical combat system allows more than enough options between terrain, flanking and unit type bonuses, considering that combat is only one aspect of this game to begin with.
I think unit customization is probably most important at sea. While it'd be nice to have on land, there's way more tactical options there. Comparatively, the ocean is strategically bland and populated for about half the game by only two unit types- ranged and melee. That leaves sea combat a bit abandoned, where a more options-based interplay might be more interesting - especially during the ironclad to battleship eras (Which are inflated compared to their real contemporaries), where you had some brief but truly fascinating interplays between armor, weapons, and range.
I think you could potentially implement this in a number of ways. Ship size determining emarkable ranged units determining damage, thickness of wood determining damage resistance, and damaged vessels moving slower for the ancient era (To create roles like 'skirmishing' ships, or even ballista mounted pre-artillery battleships). For the ironclad era, armor easily replaces wood thickness, potentially with guns losing penetration power over distance, and maxed out 'ships of the line' being quite possible but merely very expensive (Which is effectively how it worked historically- with the only real downside of the ship of the line being speed, and even that not being quite universal).
There's no way they could cram this feature in so late in development and have it be anything other than unsatisfying.
If you notice, games that have allowed this (Alpha Centari, other Amplitude games, etc) have typically been games that take place in a very narrowly defined setting. In a game like Civ or Humankind where the setting is "all of earth's history and more" the amount of content needed to make this be fun would be staggering. I'm not saying it's impossible from a game design perspective, but man they would have needed to start this a very long time ago.
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