
FOG2 Developer’s Diary – Innovations and Differences
Re: FOG2 Developer’s Diary – Innovations and Differences
Is there any chanche to reconsider the choice to remove camps?
Morevoer, are we going in the future the have just new army pack dlc or may we expect brand new gameplay features like new skills/abilities for units (I very like the square formation for phalanges for ex, or the different battle victory conditions) like deploying fences, parthian shots etc?

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Re: FOG2 Developer’s Diary – Innovations and Differences
New features may be added in the future - we will have to see. Certainly stakes will be needed for a Medieval dlc.TDefender wrote:Is there any chanche to reconsider the choice to remove camps?Morevoer, are we going in the future the have just new army pack dlc or may we expect brand new gameplay features like new skills/abilities for units (I very like the square formation for phalanges for ex, or the different battle victory conditions) like deploying fences, parthian shots etc?
Richard Bodley Scott


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Re: FOG2 Developer’s Diary – Innovations and Differences
I'd like to know your views on why you thought having a clear view of the battlefield during Force selection would be better.Daniele wrote:New Army Lists!
The army list system has been greatly streamlined. Force selection is quick and easy, and takes place on the actual battlefield, making the pre-selection of “DAG” armies unnecessary.
Ancient generals didn't know the exact battlefield conditions when they raised their armies. Having a general idea of where you're going to fight (i.e. Mediterranean Hilly) may or may not have been available at the time of army formation, but the exact details very likely weren't.
I'm raising this question because I believe that knowing exactly how many squares of open field or woods there are, as well as knowing their exact positions, while you're choosing which units to buy, feels gamey and allows for excessive army optimization. This in turn minimizes the fun to be had by adapting to a sub-optimal army-terrain configuration.
Discuss.
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Re: FOG2 Developer’s Diary – Innovations and Differences
I agree with you. I was over-ruled by the rest of the team, who felt that having a separate force selection process prior to the battle was clunky and detracted from the flow of the game.Cumandante wrote:I'd like to know your views on why you thought having a clear view of the battlefield during Force selection would be better.Daniele wrote:New Army Lists!
The army list system has been greatly streamlined. Force selection is quick and easy, and takes place on the actual battlefield, making the pre-selection of “DAG” armies unnecessary.
Ancient generals didn't know the exact battlefield conditions when they raised their armies. Having a general idea of where you're going to fight (i.e. Mediterranean Hilly) may or may not have been available at the time of army formation, but the exact details very likely weren't.
I'm raising this question because I believe that knowing exactly how many squares of open field or woods there are, as well as knowing their exact positions, while you're choosing which units to buy, feels gamey and allows for excessive army optimization. This in turn minimizes the fun to be had by adapting to a sub-optimal army-terrain configuration.
Discuss.
Of course, if you have a will of steel, you can use the army list preview to select your forces, and then select the same forces when you enter the battle.
Richard Bodley Scott


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Re: FOG2 Developer’s Diary – Innovations and Differences
I think that Cumandante raises an interesting point. Maybe not being able to see the map until you have selected your army could be offered as an optional tick-box choice just as "fog of war" or "double moves" were offered as choices in FOG1. It would add greater realism and I would quite like that option for tournaments too.
Last edited by stockwellpete on Wed Oct 18, 2017 9:11 am, edited 1 time in total.
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Re: FOG2 Developer’s Diary – Innovations and Differences
Who are these people? They should be shot!rbodleyscott wrote:I agree with you. I was over-ruled by the rest of the team, who felt that having a separate force selection process prior to the battle was clunky and detracted from the flow of the game.
Of course, if you have a will of steel, you can use the army list preview to select your forces, and then select the same forces when you enter the battle.


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Re: FOG2 Developer’s Diary – Innovations and Differences
It would be too difficult to alter the flow now, even as an option.stockwellpete wrote:Who are these people? They should be shot!rbodleyscott wrote:I agree with you. I was over-ruled by the rest of the team, who felt that having a separate force selection process prior to the battle was clunky and detracted from the flow of the game.
Of course, if you have a will of steel, you can use the army list preview to select your forces, and then select the same forces when you enter the battle.![]()
Might your team reconsider, Richard? If there is enough support on here for the idea. A poll on something like this could actually be quite interesting.
Richard Bodley Scott


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Re: FOG2 Developer’s Diary – Innovations and Differences
Well that is discouraging.rbodleyscott wrote:It would be too difficult to alter the flow now, even as an option.