AoM Retold Feature Requests
Post your feature ideas here. Upvote or downvote and discuss these. Everything will be forwarded to the developers. Popular requests may or may not make it into the game - all decisions are made by developers.
80 ideas
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5 votes
Remaster the campaign with improved cut scenes
But keep the story and missions
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41 votes
Allow rewinding/seeking in replays
When you want to go back to a point in a replay, you have to restart it. StarCraft 2 allows to both fast forward and rewind in replays, which is highly convenient.
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7 votes
Allow game hosts to blacklist toxic players for their games
Implement a "soft ban" mechanic (via private blacklisting with expiring timer) to allow game hosts to filter toxic players out of their public games.
Only the list of the game host counts in blocking the listed player(s) from joining that specific game in the lobby.
This is not meant to permanently exclude anyone from multiplayer but rather to give toxic behaviour a cooldown.
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2 votes
Ability to jump into ongoing ladder games to observe
See an interesting game your friend or a top player is in? You can automatically jump in and watch the rest of the game on a short time-delay. Can be an option for the players to toggle on-off to allow this should they want secrecy.
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3 votes
Consider a game mode that allows a modular pre-game selection of minor god choices
The idea is to have a single but freely customizable Civ.
Players can choose a major god and 6 minor gods (2 options for each age)
All choices will be blind picks for the opponent.
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6 votes
Change the giant map option into a dedicated game mode for casual players
The giant map option at it's current state is (even if you take the extra portion lag away) basically insufficient for anyone.
Combine the Giant Map size with Free TC Placement + Optional Treaty + High Pop and you get exactly what casual players want.
At the same time, you can then replace Treaty mode, which just takes way too long and isn't worth it for the fact that you can't boom beyond 2/3 tc's anyway with a standard rule set.
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1 vote
In game statistics
AoM has post game statistics some of them can be shown in game that can be toggle with some button like F5 or whatever
Things that could be useful
Total Resource count with breakdown by type food, wood, gold, favor
Total Kills and Death
Total Resources Lost
Total Villagers Lost
Total Buildings Lost
Total buildings constructed
Total buildings present (number of active buildings)
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4 votes
Link the communication between individual game rooms and the main lobby
It should be possible to take a look at the main lobby from within the game setup room by clicking to it without having to leave the bracket (as host or game participant). For example, this could be used to promote the own game, to find/invite another player (who is not already on your friendlist) in suitable strength based on their player profile, or to check how crowded the lobby is to determine whether it's worth the wait.
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6 votes
Make it possible to reconnect to a running match
Even if the game itself runs completely stable, it can happen that the wifi router goes haywire, the PC crashes or a player takes too long to find his laptop charging cable. In the course of a player drop in multiplayer, it should be possible for the player concerned to reconnect to the host from the lobby without all other players having to quit the current game. The transfer of the synchronised game data (in %) to the missing player should be visible to everyone as a small text output to increase transparency during the waiting time.
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8 votes
Prevent game breaking mechanic abuse - wall spam, gaia forest on gold mines, etc.
All tournaments have the following rules:
No excessive wall connector spamming allowed. Banned cases: Connector spam to protect wonders Illegal placements around gold mines and Settlements Acceptable cases include: 4 pieces around towers (including around your main base gold mine, if it blocks) 4 pieces to save dock builder Segments to seal off a gap that was meant to be walled No hunt deleting. No unnatural wall usage, such as deleting wall segments and setting up a gate network. No Gaia Forests around Gold Mines or Settlements. In general, there are a bunch of "impolite" ways to abuse the game's mechanics/bugs. Some of these seem more straightforward to fix than others (ex. add an obstruction radius for gaia forests around gold mines). Others like wall abuse can become somewhat subjective/arbitrary and might take more thought to solve in an elegant way. However, I think something should be done about all of these rules -- we shouldn't have to rely on the manners of players to have a fair game
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8 votes
Improvement to Recorded Game Browser Feature
There should be a significant improvement to the recorded game browser feature right now we can just see the recorded game by filename and that's about it.
What we should have is the following
1. Show Metadata for each game, including player and opponent, gametype, result, time duration, god picked, map
2. Ability to filter games by Wins, Loss, God, gametype, opponent
3. Sort games by date, God, maps, gametype
4. Ability to favorite a game that can be easily searched
5. Easily add someone else game into your recorded game library (currently one has to manually copy file into the correct location)
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8 votes
Fix villager and caravan collision issue
Currently villagers can get stuck dropping off resources due to weird collision such as nearby villagers, trees.
This issue should not be present and villagers should. be smart enough to automatically move in/out to return resources.
With caravans route if their is a wall sometimes they get stuck while other times they take a long route. This behavior needs to be consistent if it's a wall connector the caravans should be stuck until wall is removed or gate is made. If it's enemy wall then one must destroy it.
Likewise caravans shouldn't get stuck due to path blocking between building the units should be smart enough to find a way through as pose to creating a blockade.
This is especially true in TG where caravans go through an ally base and there is a blockade due to few building being too close.
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1 vote
Rally Lines
A visual indicator (line) that connects the building with the rally point (when selected).
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-1 votes
All heroes have special animation ability
Right now some heroes have special ability while others don't such as bellepheron jump attack.
The polymphemis bash but other heroes like Ajax, Odysseus Pharoah, Hersir atlantean heroes don't have special ability.
For hersir u can have special ability where attack increases by number of heroes similar to wolves.
For Greek heroes have a unique ability it could be nice to have some special ability similar to Arkansas where heroes makes all infantry unit increase attack as a morale boost.
This request is to have a consistently across all heroes units and their special ability can be whatever so long as they have one like the myth units cooldown effect.
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4 votes
Hero units standout with lighting effects
All heroes units can have lighting effects similar to atlantean heroes it will help to standout hero unit from regular infantry.
Aif we can do that for all civs that would be nice. It can help make game more interesting and easily detect if there is a hero.
Especially for Greek who has 4 heroes having them in army with a special light effect or light casted onto them will make it easiest to detect.
This can help in battle as well to identify location of hero.
For egy just a light cast on Pharoah is enough
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-1 votes
Unit icons for army
This could be an optional feature in game settings for beginners who don't know all the units.
Basically have an icon that displays the unit name on top of the army unit
So for instance u have several hopilities you have one icon for hopilities that is a text box above the unit.
The units could be colored with text box or have arrow connections with unit to text box.
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2 votes
Army rally to single point
Similar to concept of villagers tasked to build wonder you can click the one button that makes all villagers move to wonder there could a similar button foe every building that can be used to force all army units to move to certain building or tc.
This can be useful in game when there are multiple fights happening across the map and one can prioritize where all units should be tasked.
This can be useful when building a titan or wonder u want to make all army next to a nearby building.
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7 votes
Option to pick team positioning in lobby
Team game strategies could be more interesting if you could choose who is pocket vs who is on the edges
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17 votes
Add ability to see current number of caravans
We can already see how many villagers we have on each resource, it would help a lot to also be able to see how many caravans we have.
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-2 votes
Remove Autoqueue from Ranked Games
My actual preference is to remove autoqueue completely, however, I realize that this is an unpopular opinion with many current players. Therefore, I think that we could compromise! Remove autoqueue from ranked games 🙂, so any casual or non-ranked (community) games can include autoqueue.
Hear me out: (the following are my main points)
Autoqueue does not exist in other notable RTS games (including other "Age of " games) - it only exists in one or two other small games. If we want to attract more players, I think that autoqueue would be more of a detriment than a benefit.
Multitasking is a skill that should be rewarded in competitive play. Handling army, economy, defense, and offense all at the same time is a LOT easier when you don't need to focus on creating units.
I think that autoqueue is too similar to "the game playing itself". I don't think that it is simply automating repetitious actions.
AoM has a good balance of manual mechanics and "ease of life" mechanics. For example, with building groups and hotkeys, you can easily queue up many units at one time with 2 keyboard strokes. A bad example of manual mechanics is AoE1 & [original] AoE2 -> farms had a limited amount of food, so the player was required to rebuild a farm when the food expired. Farms are a non-issue in AoM, but I think that this is a bad example of manual mechanics - later in the game, you would be required to rebuild 30-60 farms again and again and again. A good example of manual mechanics is the necessity to create which units you want to use.
Compare AoM to chess. Many top chess players become bored with chess because chess engines can play almost perfectly. This leads to human players memorizing engine-generated moves instead of using their own brain power and creativity. I think that autoqueue is a little bit like this - it adds in a technological aspect that, in a way, removes the humanity and human creativity from the game. This thought again relates to the idea of "the game playing itself". Humans make mistakes, and that makes the game more dynamic and impressive when you see a top-level player who truly plays the game so incredibly well. Ultimately, I want AoM to be as popular as AoE2! I want to see tournaments and mods and scenarios and YouTube videos and sponsorships and everything! I think that to do this, we need to assess what would make the game more enticing to both casual and competitive players. I think that keeping autoqueue is a detriment, but we could compromise and only remove autoqueue from ranked games.
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4 votes
Allow Naval Units to cross over shallow water
Any unit with the Water movementtype cannot go onto shallow water in any version of AoM, however land and amphibious units can, this should be resolved as to allow water movementype units to exist in shallow water, and move through it, similarly to Age of Empires Online (made in the same engine) and older AoE Games, as otherwise it acts as an unnecessary barrier, and limits Naval unit use.
Additionally it may be wise to add a MinWaterDepth unit property to make sure the water is deep enough to allow for it to be logical.
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8 votes
download recorded games
to be able to download the recx of all players as in voobly
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2 votes
Fix multiplayer sound breaking bug
On multiplayer if too many sounds play at once the game glitches out and stops playing sounds of certain types. Over time this causes many sounds to go missing until the game is restarted. This carries between games.
This is a request to investigate and fix the bug.
An easy way to reproduce is to cast chicken storm god power in multiplayer which usually triggers it. Also just large battles will also do it.
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22 votes
Improve idle banner UI
Separate idles between villagers, caravans and fishing ships, display the number of idles. A very common feature in UI mods.
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13 votes
Map veto in ranked
Give each team a few vetos against the map pool - the maps not vetoed by either side are are the pool for the match. In teams, the party boss chooses them.