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Jolly Joker

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Mar 29, 2012
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Yesterday, having played Planetfall for maybe 25 hours, all in all, I realized that, playing the campaign, I did most of my battles as autobattles (expert difficulty) - which was somewhat bewildering; in AoW 3 I haven't fought many battles via autocombat, and when I say "not many", I mean virtually a handful, not more, in 5 years of playing the came nearly constantly every day.

Analysing the reasons, it was pretty easy to see why. In AoW 3, there are 3 (actually 4) resources, that you have to (or at least CAN) manage in battles. These are: 1) unit health (to keep units battle-ready - if a unit loses too much health you are likely to lose it when you send it into the next battle); 2) Mana and hero casting points; 3) XP gain and distribution
Now, suppose you have a "safe" battle waiting, that is, a battle in which you will very probably not lose a unit in autocombat and won't see the health of one or more of them seriously depleted, there is still one reason left to fight manually, and that is the management of the XP resource, because that's what XP is, a resource. And in AoW 3 you made sure that no matter how much XP you already had gained, you could always use more and had never enough of it (unlimited upgrading).

Admittedly, you set it up in a way, that made it too abundant, but that was nothing that couldn't be changed and righted with simple modding and try and error. However, the general idea was more than sound and offered a massive incentive to fight battles manually. In fact, it was a pretty ground-breaking thing. Think about it this way: if your after-battle reward in gold/energy would be dependent on the hits you delivered and took, people would try to maximize the gain here as well - and of course fight battles manually.

And this is the trick that AoW 3 pulled. Battles are an important part of the game and a lot of work has been put into the system to make it really great (and the game is universally lauded for it). However, when people, who LIKE the battle part of the game, use autocombat in single player (too much) so early after starting to play it, then something isn't right, when so much care and work went into battles, battlefields and every in connection with it.

However, players are not in any way FORCED to battle manually in AoW 3, and they are also not forced to maximize experience gain or directing XP where it does best use, they don't have to fight battles "in an unnatural way". Instead they can fight the way they want, get XP and rewards and enjoy themselves.
Competetive spoken, however, maximizing and making maximum use of resources is what you do in these games, and what AoW 3 gave us, is ANOTHER resource to maximize and make maximum use of, and that's experience.

I have no idea why EXACTLY this was changed so drastically in Planetfall, but no matter the reasons, it's a huge step back. The system we have now is, in comparison, bland. XP is shared equally, units get only 4 upgrade levels and there is abundant healing (playing the first real Jack Gelder map, Field Medicine, Nanite Injectors on everyone plus PUGs make sure that the AI can competently manage the health of your troops), so:

Suddenly there is no reason anymore to fight a battle manually, when you are halfway sure you won't lose anything.

That can't be good in a game like this - for me, it isn't. Because:

It is a good thing when the player knows, no matter how well the AI fights for you, you will be able to do it better, manually. And that is something you can't do in Planetfall, when the AI comes out of a battle not only without losses, but also with your troops in good shape.

Now. Obviously the system in Planetfall has its uses in live MP games, because a solid, dependable autocombat is accelerating things and the equal sharing of XP supports this, so I wouldn't want it to be changed, now that it is in place.

But for all SINGLE play and PBEM play, you took something away.

That's why I''ll make a suggestion (in the suggestion thread) to re-introduce the AoW 3 system as an OPTION (same way as simultaneous and classic turns) to pick when setting the game up.
Believe me guys, that AoW 3 system IS brilliant, it just needed some balancing and fine-tuning to work with minimal potential for "exploits" and it HAS added another dimension to battles.

I would implore you to give this serious thought and take this into consideration - part of the community, myself included, has put a lot of time in refining the numbers in AoW 3 that deliver "the right amount" of XP - which is, in reality, not that much different from balancing the availability of the other resources, gold, mana, energy, cosmite or "Strikes" - you name them. I'm sure, everyone involved would share their insights into this, so the balancing at least, wouldn't be much a problem.
 
People, don't just push that "Respectfully disagree" button, give reasons why you disagree. I agree with Jolly Joker. Training low level units in battles was one of my favourite things in AOW3.
 
I respectfully disagree. I think the current system is much better. It gives people more choice. Yes you can use AC but you still can always go for TC.

No more tedious XP harvesting, especially in PBEM games. I like TC a lot, but I can skip the very easy fights now and don’t have to prolong them to keep myself in the XP race like in AoW3.

I do TC to have fun. Still use it a lot in SP too but I’m glad that I have a choice now in MP games.

For most games people complain that the AC sucks. In this game is works really well so I think it’s really what most people like, a good AC that does the job when you don’t want to do TC for a change.
 
Especially when there is no reason to disagree, since the suggestion is, to get it back as an OPTION, not as a replacement.

@LordTheRon

The problem with the system in AoW3 is 2-fold: it treats heroes like regular units (although it doesn't have to, since the mod tools allow changing that), and the XP resource is generally too abundant. Or, differently expressed: too many ways to farm XP for too obvious uses.

The problem I have with your disagreement is this: My suggestion leaves everyone the choice. Why would you want to speak for those who want it, when you don't have to play it? I'd never start arguing against simturns because I don't want to play it - I don't have to, so each one their own.
 
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No idea, since modding isn't supported yet, but I don't think so.

Look, the thing is simply, that the system hasn't really been "adjusted" in AoW 3. The aim of the system was to give units XP depending on what they experience on the BF, and that was a great idea. So, as an example, for a SUPPORT unit - with good supporting abilities - it makes sense to reward their use with XP, and you'd think everything was fine when you could get XP only once for using an ability. But when a hero has acquired 10 abilities, they can use them all, if they know how to prolong a battle, and cash in on them, so this just needs a tad more love to get right - love we all put into AoW 3, and YOU know exactly what the problems are there and are therefore one who could help providing the devs with the right data to make it not an exploit mechanism, but a nice tactical fine-tuning instrument.

For example, you could not just limit the XP contacts for a unit, you could introduce limits for different KINDS of contact: spell/ability, ranged hits, melee hits, friendly contacts ...
 
@Jolly Joker I think you wrote a good post up there! I clicked respectfully disagree anyway because I happen to think that the XP system in Planetfall is much much better than in AoW3. I know your mod (and the PBEM and single player balance mod) have done a great job mitigating (some would even say solving) the AoW3 XP problem so probably you have given the whole thing more thought than I have! But I'll try to elaborate where I disagree with you:
However, when people, who LIKE the battle part of the game, use autocombat in single player (too much) so early after starting to play it, then something isn't right
If you use autocombat frequently now instead of manual battles in AoW3 I guess from your post that the only thing you miss is XP farming (correct me if I'm wrong) because personally I think the manual battles are mechanically even more interesting in planetfall than they were in AoW3 (with the return of true flyers, hit chances, the stagger mechanic, exploding cover etc).
Now here is why I think XP farming was bad: You mentioned yourself that is was only really a thing in PBEM (and maybe hardcore single players). In fact I would go so far as to say it was THE "thing" in AoW3s PBEM games would be decided first and foremost by how good a player was in leveling his/her heroes to imba levels and exploiting the AI to a level where I believe "breaking the AI" would probably be a better term for it. Now AoW is a lot about fights, but competitive PBEM AoW3 was/is to a very large degree about who can exploit/break the manual combat AI. Strategic movement on the map, good empire building are all important (and fun) but imho they are overshadowed by manually playing the AI and this is what I believe the devs addressed with the XP system change. By taking out the XP milking other aspects of the game like strategic movement, empire building and the new unit loadout gain importance, while "unimportant" side battles loose their impact (before it was necessary in competitive PBEM to minmax every single fight and spent hours on somewhat boring fights about a goldmine or mana node). Ultimately of course it comes down to personal preference but I didn't enjoy the need for minmaxing every little fight in AoW3 so this is why I am happy about the change (btw the new system can still be "played" by using fewer units to clear a site, but at least the total amount of XP is set and equally distributed).
Also I want to state that at least in single player I now play more manual combat because I like the new mechanisms (flyers, destructible terrain etc.).
Obviously I wouldn't mind if the old system would be implemented as optional, but imho the devs time would be better allocated to bugfixes and balancing instead of reimplementing an XP system that I wouldn't use anyway.
 
The problem I have with your disagreement is this: My suggestion leaves everyone the choice. Why would you want to speak for those who want it, when you don't have to play it? I'd never start arguing against simturns because I don't want to play it - I don't have to, so each one their own.
You could make an argument like this for everything. Make it an option and everybody can choose.

Thing is that options cost programming time and I’d rather have the devs spend that time on other stuff. That’s why I respectfully disagree with you here.
 
I respectfully disagree. I think the current system is much better. It gives people more choice.
More choices? How? In both games you can opt to autocombat or to do it manual. In AoW3 the tactical combat matters, in this game it is only about doing it for fun. How does the Planetfall system offers more choices?

+1 for an option to choose XP distribution equally or per actual combat play.
 
I do not miss having to cheese the game every battle, making sure heroes are getting most of the kills, power leveling, avoiding getting kills with operations so as not to lose xp, baby sitting support units with low killing power and artificially prolonging a battle to spam their abilities for more xp since they're bad at getting kills, avoiding getting kills with elites so xp doesn't get wasted on them. No thanks to any of that. Arguments against the old system are obvious. Yes, it added some complexity to the meta but it was a very tedious kind of complexity.

I manually play the majority of my battles in PF in order to preserve units and because it's fun. It's easy for a unit to get sniped or focused down in auto combat even when you have a big military power advantage.
 
I also disagree with this being a step back. The old XP system was fun but completely unbalanced. It was too much of an advantage over Emperor AI, quickly XP boosting the right hero meant the AI didn't stand a chance.

Also I want to autoresolve simple battles and in Planetfall that actually feels good because you're not missing out on important XP by doing it.
 
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I disagree. I don't want to see AoW3 style of XP milking even as an option. I'll explain why.

But first: there's nothing wrong with using autocombat, and there's certainly no need to incentivise manual combat over autocombat (or vice versa, of course). Saying that manual combat should be incentivised is like saying that playing the game itself should be incentivised. But why? I play the game because I enjoy it, and I use manual combat because I love tactical combat in games.

Yet... I don't always choose manual combat over autocombat, even though I love tactical combat. One reason for that is that it quickly becomes much less enjoyable for me when I do multiple combat encounters in a row; tactical combat can be taxing, and sometimes I'd rather spare my brainpower for fights that actually matter and leave the easy ones to autocombat. Also, I enjoy other aspects of the game too, and constant tactical combat steals focus away from other areas of the game. In fact, I've played several games of AoW3 without manual combat at all; it's important to recognise that removing manual combat from the game doesn't make it worse, it makes it different. If someone wants to ignore the tactical aspect of the game and focus on larger strategy and empire management, then that's totally fine, and there's no need to penalise that by "incentivising" manual tactical combat. If you enjoy that part of the game, then you'll do it, incentives or not. All in all, sometimes I'm just not in the mood for manual combat, and I don't want to be penalised for choosing autocombat in a fight I'm going to win no matter what.

In AoW3 I never enjoyed the XP milking mechanic. Generally I just ignored it, but even then, my enjoyment was lessened by the fact that I knew I was wasting this "resource". But the thing is: I want combat to be about combat, not about managing this gamified resource. Efficient disposal of enemy forces shouldn't be penalised.

Oh yeah... "just make it an option". Well, if they do that, then it means that I'm being penalised for not picking that option. I guess they could make it so that you can never get more XP by milking than you get by choosing the equal-XP-for-all option in the first place, but I guess that's not what you people want, is it?

All in all, I think your post is based on fundamentally false premises:

Suddenly there is no reason anymore to fight a battle manually, when you are halfway sure you won't lose anything.

Yes there is: manual combat is fun.

It is a good thing when the player knows, no matter how well the AI fights for you, you will be able to do it better, manually.

Not everyone is, even in AoW3, and that's fine. Autocombat should be a generally viable choice that doesn't leave a taste in your mouth that you just did a mistake. And keeping it viable is not going to be a problem for MP games, because the more competitive players will perform better than AI regardless.
 
I disagree. The problem is that this "choice" you speak of brings with it some nasty problems. First and most obvious, having two separate xp systems in a game would be very uncomfortable to maintain in the game, pulling developers from other tasks.

Secondly, the inception of Adaptive Multiplayer means that selecting AoW3 system would incentivise players to not use AM and stick to traditional PBEM, just because it lets you farm xp freely in your own time.

Lastly, and most importantly. When you have to options to proceed in a battle - AC and TC - you tend to go with one that will maximize your gains, them being victory in battle, units you keep alive, their health and your resources (tactical ops used). Now, in curbstomp, "safe" battles Planetfall AI is surprisingly competent at managing the first three (I haven't yet seen my AI use a TO, so I guess we could say all four). This is nice, because it means you don't have to command easy battles - they win themselves, saving you time.
When we add xp to the possible, varied gains, suddenly the AI becomes noticeably inferior to playing manual combat. Even if you could teach it to "farm" xp, it will never know what units to prioritize, incentivising the player to do the job themself.

This becomes a problem when, say, 50% of the battles are of this curbstomp variety. In single player scenarios this isn't that important - you can weigh your resources (them being your ingame resources and your real life time) to AC some battles, even if they are not perfectly efficient. You can more than make up for it with strategic layer of play. In pvp scenarios, PBEM specifically, this becomes a problem. When there is a victory against a real human bean at stake, one will use all their resources to ensure it. If it means micromanaging every single battle, so be it! Then, the metagame will creep in where people who micro every battle have higher chances to win specifically because of XP control. This in turn forces every player that wants to be competitive into this playstyle - where games take 20-30% longer (in real time) just because you have to command every single battle.

If there is a choice between current system and AoW3 system, "pro" players will likely flock to AoW3 one, since it's one they know and requires more skill to thrive in. Other players will be lobbied to do the same, if they want to play any sensible number of PBEM games.

Don't get me wrong - having this ability is not a bad thing in itself, and indicates a level of mastery over the game. However, having to spend time on every damn single gold mine just to push Divine Justicars on your theocrat a turn earlier... This isn't healthy for the player nor the game. The system present in PF allows for faster early game, letting you focus on more challenging sites and actual pvp combat and I think that this is a good thing, design-wise.

Combat system might need some tweaking, because your point about health management being too easy is valid and makes battles somewhat lacking in complexity (you rarely have to think along lines of "I need to take as little damage as possible, because I have three more battles to do next round"). It's still a solid start, letting you focus more on the strategic layer of gameplay.
 
If you read the initial post, then you may (all) have noticed that I'm not in favor of a system that allows the FARMING of XP. No system anywhere in the game allowing to FARM something is good.
That's why I (and others) spent a lot of time to change the available system, and I think we were quite successful with it. The REVISED system isn't about FARMING, but about ALLOCATION and MAXIMIZING.
For example, in AoW 3 you'd have ample reason to try and allocate as much XP as possible to Swarm Darters fast to bolster their HPs, and doing that (and being able to) is a relevant tactical decision, that has nothing to do with farming XP. The "problem" that was never really solved by the Devs was the fact that Heroes were so much better units than everyone else and that allocating as much XP to them as possible would simply reap the best results.

So what made the unmodded system so unsatisfying, was a) it wasn't "balanced" and b) it offered to much abusing potential. but with 5 years experience in the bag, there is no reason whatsoever not to assume that this couldn't be rectified.
 
Suddenly there is no reason anymore to fight a battle manually, when you are halfway sure you won't lose anything.
Your experience completely differs from my own. I have had many battles where if I were to fight them myself (and having done a fair bit of savescumming, have done so) I would lose 0 units and lose no health, yet when using autoresolve quite frequently one of my highly experienced units dies.

There is no reason to fight a battle manually? How about the reason being that it is so much more beneficial to fight the battle manually so you don't lose units that would otherwise be totally safe.

It is a good thing when the player knows, no matter how well the AI fights for you, you will be able to do it better, manually.
So you're saying Planetfall is good then. Cause this fits Planetfall to the letter.
 
So what made the unmodded system so unsatisfying, was a) it wasn't "balanced" and b) it offered to much abusing potential. but with 5 years experience in the bag, there is no reason whatsoever not to assume that this couldn't be rectified.

The problem with that system was the core idea. As some people above said, the game was decided mostly by powerleveling right units. Don't get me wrong, the mods helped immensely in reducing farm potential, but the root problem remained - micromanaging battles and abusing AI are the winning strategy, pulling importance from strategic gameplay to minmaxing heroes.

This game goes in another direction entirely, where leveling system for units was itself simplified to only offer base stat boosts (when you think about it, other than powerleveling heroes you have no incentive for redirecting xp). Now unit power comes mostly from mods, so instead of funneling xp into one specific unit to get this one gamechanging ability, now you have to build an economic engine to research and build it. It's just... Different. And "different" does not mean "better" or "worse". You just need to adapt and take another approach. This game is not AoW3 and it shouldn't be.

Honestly, when I think about it now, it seems that the xp system in general has lost on importance. Hell, there are buildings that passively give you xp!
 
its not like XP is bad. The HP buffs are significant on a Prime unit. Certainly I reserve valuable cosmite for veteran units when resources are tight.

Some good Prime bonuses too. Bulwark with targeting daemon and Prime has a +20% bonus crit chance. Add incentivize to that... Lol.

"Make it optional" simply doesnt fly. Its been said untold times on game message boards across time & space. Some things are easy to make optional - like own-race heroes - but games need to focus on their core identity or risk splintered dev focus, splintered balance concerns, splintered communities and splintered experiences.
 
The thing is, that exp farming was immersion breaking. I enjoy the combat. I don't enjoy fights with zero risk. Without danger a fight is boring. That's why autocombat is useful. It let's you pass over the boring fights once you're stronger. It's not a mark against the combat, but nobody enjoys grinding for exp without challenge.

I remember demonstrating the early evolution exp farming abuse with scoundrels for pbem in AOW3. I'm pretty sure I had a stack of shadow stalkers on like turn 10, or some absurdly short time frame.

Back to the immersion breaking thing, thw way to farm exp was to maximize the NUMBER of attacks, which meant minimizing damage dealt per attack. So you'd basically keep scoundrels firing from over like 3 walls doing like 1 damage a hit, dragging out the fight as much as possible. It isn't just tedious. It just feels wrong and is too gamey(lol).

I'm pretty sure you're alone on this one. Sorry.