So how are we to reconcile the fact that and equal number of people want bigger maps while some want faster units? These are competing interests. Suggesting that units increase in speed is in fact a solution, not a problem. And doing it will introduce yet other possible problems. Instead, I'd rather break down into what precisely makes it feel too slow. Does it take too long to engage the enemy? Are units unable to disengage before they are destroyed? Are maps too big?
Kollock -- thanks for engaging with the community like this and for helping focus our thoughts. I tried to lay out specific thoughts above vs. just saying "make things faster". That said, having never designed a game myself, it's helpful to understand the rationale behind things and to know which questions to ask/answer. I realize that we are at a very early stage of development despite the game feeling so polished already, so I'm not knocking the development team in any way.
I'm just throwing this out as my experience thus far, for what it's worth (or not worth lol ;-)):
- Does it take too long to engage the enemy?
By "enemy" I assume you mean the other player vs. the "creeps" as they've been dubbed. Yes, I think it takes a too long to engage the enemy. When I say "engage" here, I do not mean a full on "engagement" with T3s and T2s arrayed in all their resplendent glory. I think it should take time to manufacture the larger units, form meta units, and traverse the battlefield in preparation to unleash Armageddon. Instead, I am talking about harassment actions "behind enemy lines" designed to pressure, antagonize, and disrupt the enemy -- actions to, for example, cut off an enemy's logistics chain like you all have set the game up to allow. These actions are inhibited right now by three things -- slow unit speed, the existence of pretty powerful "creeps", and claustrophobic map design.
To be clear, I have never advocated for ALL units in the game have their movement speeds increased. I do not find Starcraft very enjoyable because it has so much going on so fast. I just want the ability to harass enemy positions with a unit designed for that purpose. It could be a ground unit, it could be an air unit if you feel like ground units should never move that fast. I also do not necessarily want to micromanage the thing, I just want to scout the enemy location, set up some way points so that it takes a non-linear route to it's target, and send it off to get into trouble without being mired down by creeps or significantly hampered by terrain design (more on terrain below).
I also feel like there is a notable lack of a "cavalry"-type unit. I guess the easiest way to illustrate this is with reference to the Total War series. I understand that the Total War games are extremely different from AoS. Among other things, there's a huge difference between hand-to-hand combat and the kind of combat we are dealing with in AoS. That said, I think some parallels exist to exceptional level of tactical game play we are all trying to achieve with AoS. In TW: Shogun, for example, there was nothing quite as satisfying as tying down an enemy's front lines with a strong frontal assault, and then decimating their archers or front line fighters with a full cavalry charge from the rear for massive damage. It made you feel like a f***ing tactical genius. I think you want players to be able to have this experience in AoS too, but right now I do not feel like a unit is well suited to this role.
Most of the mounted units in TWS were very lightly armored; if they got tied up with defenders or just did not quite "turn the corner" around the right or left flank to get a clear run at the front line, they were quite ineffective. I would like to see a cavalry-esque unit implemented in AoS (if possible).
- Are units unable to disengage before they are destroyed?
No, but I think this is less of an issue of unit speed and more of an issue with the current AI. Hovering units in tactical retreat should simply move backwards while continuing to face the enemy with their heaviest armor and firing. Many times the AI rotates the ship around in the direction of your retreat, thereby exposing weaker rear armor to the enemy's weapons. The meta group AI could also be programmed to ascertain when the group is having its ass handed to it and self-initiate a withdrawal. The issue this creates I guess is that sometimes you really just want to sacrifice a battle group and do as much damage as you possible can.
No, and I am excited to see the larger maps coming in the future -- particularly maps with open terrain. I find the current maps to be too closed off with too many choke points. This is a problem because it locks you into making frontal assaults rather than deploying a wide variety of forces and tactics. Slow moving units compound this issue. The circuitous route I'd have to take to flank an enemy or harass his infrastructure would not be as bad, for example, if at least a few of my units moved very quickly. Keep in mind that while my units are slowly moving to flank or harass the enemy, the enemy is researching new techs and building out its forces. Thus, by the time my units are in position, they are outgunned and technologically under-equipped. The natural conclusion then is to say screw it, why even bother.
One question that you did not ask that I think is important is:
- Does combat feel one dimensional right now due in part to unit speed?
Yes, I think combat feels a little one-dimensional. It's not just because of unit speed, but that's definitely a contributing factor:
- Without a cavalry-type unit, I feel like I build up the most massive force I can and then send it to slug it out with my enemy in the middle of the map. I manufacture units based on the buffs I want my meta units to have and to ensure that I have a good "mixed" force, but with the most emphasis on units that can survive a frontal assault and slug fest since that what combat in AoS is right now. I then send send a couple meta-units out equipped for a frontal assault since flanking isn't really an option, rinse and repeat.
- The other major contributing factor here is that the meta-unit AI often fails to make effective tactical decisions during combat. For example, during one game I found that despite the fact my arty units could hit enemy targets from atop a hill, they kept rushing down into a plain with my heavily armored front-line units and getting slaughtered. This effectively negated the terrain advantage my arty units should have had and much of the reason I manufactured them in the first place. So, instead of building arty units the next time around, I built missile turrets on the hill since static structures actually stay in place. I then weighted my meta unit build much more heavily with front line brawler-type units to slug it out in the valley.
- The AI also does not identify flanking opportunities and seek to exploit them. Instead, it lines the units up from more to less armored and proceeds to slug it out with the enemy units in front of it.