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Re: FOG2 Developer’s Diary – Innovations and Differences

Posted: Sun Oct 15, 2017 1:16 pm
by TDefender
Is there any chanche to reconsider the choice to remove camps? :cry: 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?

Re: FOG2 Developer’s Diary – Innovations and Differences

Posted: Sun Oct 15, 2017 4:28 pm
by rbodleyscott
TDefender wrote:Is there any chanche to reconsider the choice to remove camps? :cry: 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?
New features may be added in the future - we will have to see. Certainly stakes will be needed for a Medieval dlc.

Re: FOG2 Developer’s Diary – Innovations and Differences

Posted: Wed Oct 18, 2017 8:42 am
by Cumandante
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.
I'd like to know your views on why you thought having a clear view of the battlefield during Force selection would be better.

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.

Re: FOG2 Developer’s Diary – Innovations and Differences

Posted: Wed Oct 18, 2017 9:05 am
by rbodleyscott
Cumandante wrote:
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.
I'd like to know your views on why you thought having a clear view of the battlefield during Force selection would be better.

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.
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.

Re: FOG2 Developer’s Diary – Innovations and Differences

Posted: Wed Oct 18, 2017 9:08 am
by stockwellpete
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.

Re: FOG2 Developer’s Diary – Innovations and Differences

Posted: Wed Oct 18, 2017 9:11 am
by stockwellpete
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.
Who are these people? They should be shot! :lol: :lol: 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.

Re: FOG2 Developer’s Diary – Innovations and Differences

Posted: Wed Oct 18, 2017 9:19 am
by rbodleyscott
stockwellpete wrote:
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.
Who are these people? They should be shot! :lol: :lol: 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.
It would be too difficult to alter the flow now, even as an option.

Re: FOG2 Developer’s Diary – Innovations and Differences

Posted: Wed Oct 18, 2017 9:50 am
by Cumandante
rbodleyscott wrote:It would be too difficult to alter the flow now, even as an option.
Well that is discouraging.