4:44 I never actually noticed the 2 TC stone cost thing! But I even struggle to save 600 wood in AOE3... expanding is so much easier in SC2 when you do it earlier, more often, and just slap down a measly 400 (300 zerg) minerals :) Edit: As for 3:35 and gold in general, I'm a little confused by the exact sequence/flow of things here. I think we can both agree that scarcity drives conflict, and that gold is a prime target for raiding/harassment. But I can't quite draw the link to pacing and map control that you seem to be. I actually think the pacing is more related to mapgen than just the resource, but I'd need to think more about it to pinpoint exactly how that relationship works, as well as maybe watch the last comparison video when you talked about random vs pre-planned maps. It's an interesting topic though!
A simple team or faction system would be super easy to add. I always thought you could have multiple teams in AoE 2 or do you mean like a 2 v 2 v 2 queue or something?
Supposedly Empires in IV will play differently in terms of how they create soldiers, gather resources, and construct towns. In other words the traditional method of chopping down trees, mining, and plowing farms may not be how some Empires function.
Hmm i do hope tough that they do the same as in Age of mythologie that You can send trading carts to your own town center for gold, atleast you then have some slow gold income later in the game
Was maybe the key word here. In SC2 team play is deader than a door nail and about as interesting. AoE2 has specific features that support team play and it’s not only deeply competitive but compelling to watch. I don’t know much about BW team games aside from LAN parties 20 years ago. But it’s not a robust aspect of the game like it is in AoE2.
One argument for the bunching up and lack of formations in SC2 is that all that splitting is even more necessary - and all has to be done manually. No pressing a button and auto split, its all dragging boxes at insane speeds. Its a higher skill ceiling.
Players shouldn’t have to fight the game to accomplish interesting strategies. The Starcraft series has all the strategy of lifting weights. The core gameplay really revolves around having the physical ability to do all the tasks you need to rather than interesting strategies. Half the PvZ and TvZ matchup is literally drone whack a mole, a dynamic they doubled down on with the recent Zerg nerfs. I want players commanding large diverse armies and battling across the map with an overarching strategy. Not shuffling one unit in and out of a warp prism over and over to dodge shots. Moreover the economy shouldn’t be an APM sink. How many inject cycles I nail isn’t an interesting or strategic choice when it comes to macro, it’s a chore. APM or attention should be siphoned into interesting and impactful macro choices and army micro. The skill floor gets lowered significantly but there’s still a high skill ceiling. By giving players the tools to manage their armies/empires we will see more robust and interesting interactions than “the first 4 lings vs the reaper” every single god damn game.
Now we have a counterpart to compare with HarvestBuildDestroy's AOE4 stuff :)
4:44 I never actually noticed the 2 TC stone cost thing! But I even struggle to save 600 wood in AOE3... expanding is so much easier in SC2 when you do it earlier, more often, and just slap down a measly 400 (300 zerg) minerals :)
Edit: As for 3:35 and gold in general, I'm a little confused by the exact sequence/flow of things here. I think we can both agree that scarcity drives conflict, and that gold is a prime target for raiding/harassment. But I can't quite draw the link to pacing and map control that you seem to be. I actually think the pacing is more related to mapgen than just the resource, but I'd need to think more about it to pinpoint exactly how that relationship works, as well as maybe watch the last comparison video when you talked about random vs pre-planned maps. It's an interesting topic though!
Hey man! Saw you on the leaderboards for aoe4, you should post some gameplay!
the thing we need the most is more than 2 teams..
A simple team or faction system would be super easy to add. I always thought you could have multiple teams in AoE 2 or do you mean like a 2 v 2 v 2 queue or something?
Supposedly Empires in IV will play differently in terms of how they create soldiers, gather resources, and construct towns. In other words the traditional method of chopping down trees, mining, and plowing farms may not be how some Empires function.
Hmm i do hope tough that they do the same as in Age of mythologie that You can send trading carts to your own town center for gold, atleast you then have some slow gold income later in the game
Thank you, knowledgeable sir.
I am looking forward for aoe 4
If I ever have the funds to create a great game, you'll have to be the lead designer
00:01 you start your video with a lie: you're a GREEN bear, not a BROWN bear!! :O
Parfait! Dutch king! Agree with all your points and looking forward to see how the game turns out.
In SC1 2v2 was very big and even represented in professional leagues in Korea. And it is still a big part in BW eben today.
It's fun!
And yet in the end teams of the same race were banned because Z+Z was OP.
Was maybe the key word here. In SC2 team play is deader than a door nail and about as interesting. AoE2 has specific features that support team play and it’s not only deeply competitive but compelling to watch.
I don’t know much about BW team games aside from LAN parties 20 years ago. But it’s not a robust aspect of the game like it is in AoE2.
Do we a release date.
One argument for the bunching up and lack of formations in SC2 is that all that splitting is even more necessary - and all has to be done manually. No pressing a button and auto split, its all dragging boxes at insane speeds. Its a higher skill ceiling.
Players shouldn’t have to fight the game to accomplish interesting strategies. The Starcraft series has all the strategy of lifting weights. The core gameplay really revolves around having the physical ability to do all the tasks you need to rather than interesting strategies. Half the PvZ and TvZ matchup is literally drone whack a mole, a dynamic they doubled down on with the recent Zerg nerfs.
I want players commanding large diverse armies and battling across the map with an overarching strategy. Not shuffling one unit in and out of a warp prism over and over to dodge shots. Moreover the economy shouldn’t be an APM sink. How many inject cycles I nail isn’t an interesting or strategic choice when it comes to macro, it’s a chore.
APM or attention should be siphoned into interesting and impactful macro choices and army micro. The skill floor gets lowered significantly but there’s still a high skill ceiling. By giving players the tools to manage their armies/empires we will see more robust and interesting interactions than “the first 4 lings vs the reaper” every single god damn game.