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JC (naval supremacist)

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Posts posted by JC (naval supremacist)

  1.  

    Lots of people say that skirtai's are OP .. which is ridiculous as they are nothing else than swordmen with 3 stars . Absolutely nothing else. 

    So people should better just say that :

    - either, veterans are too good for their cost (100 in total)

    - either,  other units take too much time to gain stars (experience) which gives Sparta big advantage to batch skirtais

    --------

    Can i remind 2 things :

    - 3 stars units work much much slower

    - Sparta has -10% pop penalty  :  in other words, an average player spamming with skirtai can be ruined quickly if he mess up.

     

    -------

    In my opinion, rather than starting to make arbitrary hardcoding to please some people which dont like skirtais ;  its would be FAR more conveniant to give skirtais 2 stars (rather than 3)

    For the cost ,  skirtais are swordmens, and swordmen cost 100 in total ; thus, skirtais should cost 100 . The veteran spearman (2 stars) from Rome cost 50 food and 50 wood. 

     

    --> Solution :  for each added star : swap 10 wood for 10 metal  ;  a two-star-skirtai should cost  : 20 metal , 30 wood and 50 food . As the regular swordman (1 star) costs : 10, 40 , 50 

     

    SO just give skirtais 2 stars and possibility to gain experience by battling like other units to reach 3 stars

  2. 12 minutes ago, Lion.Kanzen said:

    Rember the historical accuracy 

    with Kamikaze I'm not sure. I need study your proposition better.

    those 300 Spartans leaded my Leonidas is the most blatant example.  Surrounded, but decide to battle to the death, those 300 spartans were meant to be sacrifice to save Sparta. Knowing their role, they had nothing to lose so they become far more dangerous (4x bonus attack). But in the same time, being less prudent, they expose them-self more (0,5x armor).  Once, turned to "fanatical" ( a new stance i hope) they have a single mission and will not go back to work or do anything else that run after enemies like psycho zombies

  3. switching your units to "fanatic stance" will be a decision to sacrifice them.  Like kamikaze, once launched they just want to kill as much as possible and there is no way to bring them back. 

    --> It could be a smart solution when the cause is desperate because the enemy will just but more numerous than you.  It will like the last card to play in hope to switch the forces

  4. The replays are recorded in text files embedding all the movements done by players .   To make it possible, each game minute should be written as well in the file and the replay will offer a command button to move forward or backward to any of those minutes.

  5. Hi Guys,

    Do you hear about kamikaze ?  Ok ? Those people we so brave but hopeless that their decide to become flying bombs (nowadays they just walk).

    So in order to minimize the effect of Lanchester law during a battle,  it might be cool to use the ctrl + click to assign a target on which the unit will suicide on.  For exemple, a simple hoplite could kill a champ.

    Kamikaze : a new ctrl

    > To program this, the selected unit asked to kamikaze will be transformed into a projectile with big damage effect (though he still appears as a human) as soon as he runs and hits the target unit and dies immediately after (because he lets his whole body with no protection and was impaled like a sausage) .  If you ctrl +click a destination on the map (and not directly a enemy unit) , the unit will run to the destination and will have a "splash" aura on all the way to the destination :  so the idea will be to ask the kamikaze unit to run through a group of enemy to create global damage on the nearby enemy units that were on his way. In this case, the more he causes damage, the more he loses health (just have to find the good ratio) .  This will needs a new charging animation.

    Fanatics : a new stance

    > A less radical version of this might be that the unit will run to random enemy targets and hit with 4x bonus attack but 0.5x bonus armor.  For this, rather than using the ctrl button, an other stance should be available : Fanatical  (beside the aggressive, defensive, standing ...)  .  This way, units will just run (and no more walk) to first enemy like zombies do in latest movies.  The fact that their attack-armor bonus is higher is to balance the fact that they will probably run disorganized to enemy units whereas these enemies are more packed together. While under fanatical stance, it won't be possible for the player to selected a specific target, his units will be just autistic lethal fanatics and unable to work anymore .   Maybe, once they we asked to be fanatical, they stay like it and it will not be possible to switch them back to other stance . In other words you cant control anymore as they become like OP AI ally units. (Or maybe they stops to be fanatics once they see no more enemies in their sight ?)

    This fanatical stance and the ctrl + click kamikaze target could make possible to a smaller group of units to take advantage on a bigger group if this one is not packed together.

     

    What do you think ?  This should be easy to implement. No?

  6. Basically elexis wants a new kind of field : something between the current field and the corral .  Why not ?  

    Its just a balance the player wants to find between food resources and brain resources. 

    In my case, sometimes i delete fields near my CC in order to build a castle.  So, rather then deleting it, having a temporary field might be a good idea.

     

    I vote yes

  7.  

    Anyway, 

    As we can see, the boltshooters were , from 0ad20, unchanged (or a bit ?) in this last release and nobody use them .  trololol .

    The new paradigm of 0ad21 forces players to use rams to get down a fortress or a CC (and it's a good thing !) .   But still, even if the rams are stronger than before, it's so easy to sacrifice 2,3 champs to hack them down. Also, often in the gameplay of 0ad21, the player use rams because he reached a point where the enemy is clearly losing and have no more champs to hack down a ram (or many rams) .   So where is the gameplay improvement if the rams are just used to finish a game ? (against a losing turtle-arrow-spammer)

    -> It might be more nice to reward player to use siege sooner in the game -> a far bigger range of boltshooters (120m) might force the turtle player do get out of his walls because some lethal projectils are randomly raining on his standing-idling champs (waiting for destroying rams) and/or his female-food workers.

    As I said before, boltshooters should be the perfect unit against idling units packed together : a group of chariots harassing, many rams packed waiting for siege ...  So in both cases (attack or defending)  boltshooters should be used to take opportunity on large group of units . To destroy

    --> For this,

    range : 100m-120m . pop : 2 . cost : 250 metal, 250 wood . attack : 300 pierce + 200 hack  (every 5 secs) so it will worth the attack of 4 champs . arrow speed : far less than now : it should be a bit faster and have the same elliptical trajectory than catapults bullets in order that it hits only non-moving units precision : no splash damage like catapults and it won't be more precise than the projectile of a skirmisher cavalry but it will be still ok if enemy units are packed together. shield : very poor against hack like now.

     

    Can you introduce boltshooters in the gameplay-equation of 0ad22 ? In this way or another ?

  8.  

    I asked yesterday to bb (not bbleft)  what is the min configuration to play, he send me a link.

    -> I read : 1 Ghz, 512 Ram , Geforce3  .. seriously ?  This would been maybe the minimum configuration for a 0ad10 , low settings, single player 1v1.  :D

    Would it be possible to create a scripted scenario involving 8 AI with a rendered sea, garisonning boats, elephants, gaia, 8 armies, buildings destruction , massive battles

    All this screnario will last 1 min and the frame rate will be recorded. This statistic will be submitted beside the CPU, GPU and RAM in order to create a report.  The dev team

    will create a web page report of many computer configuration. So the dev team will know if the new game version is more optimised than before. And players can know if the future laptop they want to buy is powerfull enough to play 0ad. 

    ( Of course, the user has to close all other apps before launching the scenario-scripted benchmark)

  9.  

    Hi elexis,

    I did a picture to expose the problem because otherwise people dont catch what im trying to expose.

    -> Same pop both sides ( 16 pop )  and almost same cost

    -> Guess who gonna win in this battle :)

    gaychariots.png

    1° The Bolt-shooters will barely target the first chariot in their 80m range (stop button seems not working) and the targeted chariot can easily escape

    2° The 8 champions will try to defend the silly boltshooters and will be shoot down 1 by 1 in the 76m range of chariots.

    3° The 4 champs survivors will go behind the boltshooters to find protection

    4° But the chariots will come capture the boltshooters (thx to the min range of Bolts)

    5° In the best/worst case, the chariots just move away, speed to the ennemy camp, and kill all workers

    6° The slow boltshooters (no more protected and deployed) come back to defend but are destroyed or captured while moving ..

    __________________________________________________

    Conclusion : with only an equivalent of 37,5 pierce damage (x 4)  there is no way it can face an army of 16 chariots (18 pierce x 16) . The 80m doesnt offer AT ALL the cover required to balance with 1° the slow (and annoying) deployment time , 2°  the messy and large deployment position and 3° the slow walk to the strategic points.   Beside this,  the chariot player will use far less brain ressources to manage all this.

    _________________________________________________

    SOLUTION :

    Now let's have a look here :   Bolt shooters will have 100m range and an equivalent of 50 (at least) pierce per second. The accuracy will be less good but deadly if it hits something within a 10-15m circle.

    gaychariots2.png

    This configuration will typically punish a bunch-of-immobil-arrow-spammer.  The 8 champs can do their defending job while being under the protective and EFFECTIVE umbrella of boltshooters. This way, the army can join a strategic point on the map without being harrassed all the time.

    ____________________________________________________________________________

    COUNTER  :

    Will this create a situation where Bolt-shooters will be the new OP unit of 0AD21 ?   -> No ,  thanks to diversification of army, the ennemy can replace (for the same cost) 6 chariots for 9 sword champs and will try to hack-down the bolt-shooters

    gaychariots3.png

    The weak armour, the min range, a relatively slow and elliptical projectil path (should be like catapults) of bolt-shooters will make the very weak against sword units. As long as ennemy units move, the bolt-shooters will not be able to hit them.

    _______________________

     

    A really think that Bolt-shooters should be used like a "moving-castle" so an army using them like an umbrella can hold a strategic position for some times. The fact that Bolt-shooters are nothing else than an huge bow make sense that it out-range anything else. The crush-damage should be totaly removed to prevent them to replace the catapults.

    + viewing 10 deployed bolt-shooters creating a random rain of big arrows on an ennemy army packed together (formation ?) should be very fun :D

     

    • Like 1
  10. Very glad that boltshoouters will be mounted on fortress and and boats :)   this will prevent the boat spamming phenomen.

     

    That's said,  dont forget to read and underline the current problem:

    Problem : Champion chariots are, in pratice, the end-of-the-chain unit.  Which make them OP and creates a situation where any game will converge to chariot spamming (mauryan and seleucids).  This happens because no unit , (in pratice , not in theory) counter them (spear champs will walk in line to them and get killed 1 by 1.. when they try to capture fully garnissoned fortress , chariots will shower them with extra arrows.. if you idle, those chariots will kill your workers before flying away).

    Boltshooters are useless and even if they beat chariots in 1v1 , the chariot can still .. capture it !    So I gave specifications in a way that Bolts can counter Chariots WITHOUT turning into the new OP unit (which is very important)

     

     

    Another point, once (expensive) bolt shooters will be designed to be the best anti-arrow-spamming unit ,  the sword cav will have a new role (then valuable again) as they can quickly hack-down the boltshooters .

     

    bolts > chariots , champs > bolts , chariots > champs.


     


     

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