I'll just get this off my chest right from the start - please #NoSpaceHalflings in the coming expansions. 
I've been streaming Planetfall on Twitch every day since before release and have been recording a YouTube series so have been fairly heavily immersed in the game. I'm loving it! There are some great aspects about the game that raise it above the very polished Age of Wonders 3 experience but there are other aspects that could be tweaked.
First of all, the changes and innovations I absolutely love:
Some things I'd love to see down the track:
Keep up the great work, Devs. Loving it. Blown away the game is as polished and as balanced as it is at launch
Cheers
DasTactic
I've been streaming Planetfall on Twitch every day since before release and have been recording a YouTube series so have been fairly heavily immersed in the game. I'm loving it! There are some great aspects about the game that raise it above the very polished Age of Wonders 3 experience but there are other aspects that could be tweaked.
First of all, the changes and innovations I absolutely love:
- Lower tier units are still the backbone of the armies all the way through the game.
- The way colonies now use sectors and provinces forces you to plan your expansion ahead.
- The unit mods are brilliant. You can develop task-specific units.
- The pacing and victory conditions seem right on the mark but I haven't played at the highest difficulty yet. In AoW3 the AI could get the non-domination victory too early on the high difficulty but Planetfall seems better.
- Love the balance between the factions and how they each feel unique.
- Love the balance between melee, ranged and flying units as well (I was worried that this was going to be an issue before I started playing).
- I really like the balance of resource costs and income such as cosmite and influence. It keeps you tracking along without running rampant in certain areas.
- Many of the pre-game settings aren't being saved for future games. I would like the game to remember what I did last time.
- I would also prefer the customised leaders to have the default to save them rather than have the default to not save them.
- When randomising the look of custom units I would like to have the gender included in the randomisation.
- Really need to be able to loop production in cities.
- Would be good to have a setting on-screen to speed the end-of-turn animations other than right-clicking for each AI movement. Gets tiring in the late-game.
- Some of the units in tactical battles automatically activate actions if you click on them. This is OK for buffs and self-healing but some of these are offensive. There is a Promethean tank that toasts everything around it that has caused more damage to my own troops than it has ever done to the enemy because of clicking on it to make evaluations. Most other range-zero offensive actions allow you to plan properly.
- In tactical battles it would be good to have a small percentage number appear over targets as you hover over potential movement hexes. The colours aren't really clear enough - especially for those of us that are colour blind.
- In tactical battles, it would be good to somehow know which hexes are in affected by cover. Maybe a tint as you plan your movement or if you select a unit in cover.
- Would love a movement UNDO button as it is difficult to select ground and air units when they are close. Also I often accidentally move units into the wrong place - especially when setting the facing.
- I'd like to see something like the Champion levels from AoW3 where units could keep getting more health as they develop. Also feel the top level for units isn't all that impactful. Would prefer the top level to have more impact.
- It would be awesome to have more of a cloth map for planning than just the informational map which is extremely difficult to decipher. The existing zoom out map doesn't zoom out far enough and it doesn't display clearly terrain features - which can be critically important. I definitely want to know the base terrain and terrain overlays but also to be more clearly able to see borders etc. AoW3 was perfect in this regard.
- For city construction, I don't think there are enough helpers to make specialisations clear. Not sure how this could be implemented but city specialisation is a great feature within the game but the mechanics are all but hidden to the player so it is a real chore to micro-manage this. As your empire gets larger you lose track of what you wanted specific cities for other than renaming them. Each city needs a more in-depth summary I think other than just the resources it generates. A great mechanic but not handled very clearly nor intuitively.
- At the end of the game, you can't get a good view of the graphs (too small at the bottom of the screen).
- End of game should expose all the map and also show all the remaining units, cities, build queues etc. Presently the fog of war remains.
Some things I'd love to see down the track:
- There is no Underground but I would love to see teleport pads on the map that take you to other locations such as orbital satelites, moons, planets, asteroids etc that provide other boosts (acting a little like the Underground used to in other AoW games). The way Warlock 2 handled this would be ideal for Planetfall.
- I'd especially like to see absolutely zero Space Halflings in the future.
Keep up the great work, Devs. Loving it. Blown away the game is as polished and as balanced as it is at launch
Cheers
DasTactic
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