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Feedback: Combat

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4 years ago
Jan 10, 2021, 3:15:48 AM
Waper wrote:

Also, I did say the words "extra/special". Of course, the units need to be self-sufficient in the first place to be used as standard templates. Besides, I do not want a full blown gear modification menu like how it works in Endless Legend where players can switch weapons, armours, trinkets, etc. That is too much level of complexity.

What I want or would like to see is just small number of inventory slots on units with limited (or few) selection of additional equipments not large variety.

The issue is mainly UI. Even adding a few little trinkets that specific units can get is a hassle. You have to have a unit template screen, different units from the same template will clutter up the build menu, and units need to be differentiated, at least on the menu somehow. If units are not differentiated on the map, then the player is forced to scroll through enemy units to check if they have hidden trinkets. It's a nightmare for both the player and the developer. Right now, what you see is what you get. You can build a unit without sticking equipment on it, and when you see a unit on the map, you know what it does.

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4 years ago
Jan 10, 2021, 3:24:19 AM
I quite liked the Unit customization of other 4X games, but I doubt it would be introduced in Humankind as well. It was announced as AAA title, so attracting as many casual gamers as possible would be more important than satisfying heavy 4X gamers like ourselves.
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