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FunkyFreaky

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    andy_lau_95@hotmail.com

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    Malaysia
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  1. Well, when I thought of this, the main scenario is actually after a skirmish or a big battle. This might give the losing player which are forced to be on the defense a comeback chance, without the offensive side gaining too much upper-hand which might GG the game early. This might lengthen the game time (can be good or bad, personal preference), it's kinda bleak to just build army and win without exploring more features of the game. Besides, the offensive side might be suffering from troops with low HP (or stamina...waiting for implementation) which might decrease their effectiveness , but their troops have the experience accumulated and veteran level to maybe balance it out without suffering a clear disadvantage. (Maybe a small, slight vet bonus for professional soldiers as well?) Thus, the offensive side have the option to battle all out if he has the confidence to defeat fresh enemy troops or live to fight another day, giving the player a slight advantage by having more battle-hardened veterans. P.S : When a unit gain level, the immunity granted for it, is it intended or a bug? This might break the game, if intended to be immune, maybe make it unable to target or slight reduction in damage taken. ( I've seen some of my troops hitting them and die to other enemy units as a result )
  2. Yeah, maybe just keep the calculation simple and maybe leave out the bonuses and special civ technology affecting the reduction. I remember that part lol. The kicking part is totally random rofl!!! ...About the relics feature, maybe consider adding the holy grail or the true cross? (Just some random babbling thoughts)
  3. This concept is mainly about the relationship between the HP and effectiveness (maybe damage, armor, speed) of a unit. The lower the HP, the less effective it is....but not too taxing on the player by having a small effect e.g. 100% HP = 15 or 10% reduction in effectiveness. This might prevent a badly injured, larger army from continuously raping smaller, fresh troops. Besides, it promotes careful planning on attack or retreat and use of healers. Some units or special civilization technologies might reduce this effect, or even some units may counter this by reversing it (less HP=more effective) until their HP fall below a certain percentage..then they will lose the bonus because they are seriously wounded. Just a random idea that pop out of my mind ^.^
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