@Katanag
And in general, on streamlining play:
Yes, our goal is to streamline play.
We want to make AoW3 more enjoyable to play than AoW2:SM.
Streamlining in this case, basically comes down to displaying information better.
Particularly in the interface, but also in the world itself.
This - having relevant information presented to you - is what will enable you to make "decisions faster, more accurately".
The "compact map" will cut back on the need to pan the camera and prevent people loosing track of where they are on the map when the camera cuts to the next unit.
I'm somewhat at a loss to see where the "dumbing down" fear comes from, based on what we - the devs - have said.
So, I'll grab this chance to give my thoughts on this and - hopefully - alleviate the "dumbing down" concerns people have.
Since, I don't think presenting information better is not the issue being raised here, I'll skip that one for now.
That leaves the stack size and the map size.
Sure, if you do some math on how choice would be limited by a map with fewer hexes with fewer units you could argue choice would be more limited.
Given such a calculation, choice will likely be limited only in the more extreme battles.
I.e. battles where you'd be kiting a lot and you'd need the extra space, battles with more then 42 - 7x6 - units.
However, I'd also argue that math like that is an over simplification and does not accurately represent how choice works in the game.
The 'depth in gameplay' - i.e. the things you can do and the choices you have to make - that makes AoW tactical combat what it is does not come from the hex and unit count.
It comes from abilities, unit stats, spells, positioning and maneuvering.
(Note that I'm just discussing tactics here. For me, choices on research, stack composition and how you engage an army are strategic choices in the context of this discussion).
So, lets assume we're making AoW3 with abilities, unit stats and spells on par with AoW2:SM.
Those are responsible for most of the big choices you have in tactical combat.
So with choice on par with AoW2:SM, that should be fine.
Then, getting down to the nitty gritty positioning and maneuvering, most of that is done relative to and nearby other units and obstacles.
So, the size of the map hardly come into play there.
Then, with up to 42 units in a single battle, positioning and especially maneuvering will still involve making some tough choices.
E.g. do I rush in to take out the ranged and expose myself to cavalry, or do I push forward slowly while being pelted by arrows.
I'd even argue that between the more compact map and some of the other changes we've made - such as a flanking system - positioning and maneuvering have become more interesting.
Okay, this has turned into a bigger wall of text then I had intended, so I'll leave it at this.
Hope I have made my line of reasoning clear and that at least some of your concerns have been alleviated.
tl;dr version: Don't worry, we like choice and deep tactical gameplay and plan on giving you more then before.
>>>Delete Yourself; You've got no chance to win<<<
Atari TeenAge Riot
[This message has been edited by sikbok (edited 02-18-2013 @ 04:46 PM).]