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    • Calling the fortress just a single building overlooks how central it can become in many matches. There are moments when players feel like they’ve lost the match the instant they lose it. Historically too, it is far from a simple building. It is a defensive structure placed in strategic locations, capable of shaping and altering the course of events. Whether I choose to implement it or not is another matter but it would make perfect sense for such a defensive complex to be able to hold 40 or 50 units especially in a game where the single building Wonder can already accommodate up to 50.  Here is The German Wonder, which is just a ruined Roman camp, can still garrison 50 units, roughly 33% of a 150 soldiers.    P.S. I’m not against the idea of increasing capture resistance.
    • This is what we are talking about with formation exploit: formation capture exploit.mp4 And this: formation gathering exploit.mp4   The problem with this approach is that, if you need to garrison, say, around 40 units to prevent your building from being captured, out of an average of 150 soldier units you might have in a 200 pop game, you end up dedicating 26% of your units just to guarding a single building. It makes more sense to increase capture resistance.
    • I agree with that. The issue of too many units capturing one building in the first place.
    • This was already the case, adding regen rate just shifts the curve rightward. Also, I don't get how adding 1000 points would help that much in the cases you bring up. 5 seconds to maybe 5.5 or 6 seconds?
    • That’s a nice move. 35 and 50 with an upgrade sounds good.    I’m not exactly sure which issue you’re referring to, but in any case, 20 is a low number. Increasing it would make sense.    Let’s say it’s better not to stack all your hopes behind one fortress. 
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