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Dakara

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Everything posted by Dakara

  1. Good question For example https://fr.wikipedia.org/wiki/Liste_de_noms_de_couleur french https://en.wikipedia.org/wiki/List_of_colors_(compact) english A lot of color tones We need eliminate tons of color which can be confused with elements on the map For greater clarity, players can activate allied colors if they need. Example on game at 0 second : https://www.youtube.com/watch?v=6KKbQay68CE
  2. ty I think it's basic and easy to set up. Advantageous for exploration, and not too punishing for a player surrounded by these outpost. But the new outpost is stupid and often counterproductive.
  3. Hello, -Delete decay' feature of outposts should good -Outpost with men in garnison : Little vision -Outpost with men in garnison : Medium vision in A23 it a bit toxic, sometime with some civ you can(t destroy easy in early a outpost. Maybe reduce their armor or something (or make melee unit kill easy that type of building (outpost, tower rank1) :)
  4. Hi, The subject of mercenaries is complex but brings an undeniable charm to combat and resource management. Proposal: Differentiate between mercenaries and citizen-soldiers. This disturbs me personally but I think these proposals can give them their expected differentiation -> An identity. Players who use it want to do battle with their opponents, either by quickly supporting an ongoing fight or by massing a beautiful, powerful army. A lot of buff and debuff ! Buff : 1-training time 2 seconds, almost instant. It is already an invaluable force. 2-No rank system, the unit is already experienced in combat. The technology for the mercenary rank is to be removed.We avoid having mercenaries who are almost stronger than a champion and we do without unnecessary rank management. 3-Stats generally higher than citizen-soldiers and lower than champions. Current rank 2 equivalent. 4-A loot bonus of 10% (it's slight but to reward the good use of these mercenaries and to affirm the difference between citizens and mercenaries. Warning, 10% of 1 ressource = ? = care. Debuff : 5-No harvest, no construction, always the possibility of repairing. 6-A low cost of food and a high cost of metal. The current cost +5 METAL and 10 for CAV provided the METAL ISSUE is solved. If players get into the habit of mining 2 metal with less wood or food harvester. So with mercenary strategy is a little different economy. METAL ISSUE : I have already spoken about it in another subject. Badosu work for more balance map, more number of METAL spot, but i like really random for avoid the system of build order like age of empire. It my opinion. But all agree for more METAL spot on map i think. Maybe we can have 2 options in lobby for random map: LOW METAL MAP AND METAL MAP NORMAL (like now+more metal spot on map). But also a new technology which increases the efficiency of the collection -> With a mine of 1000 we can collect 2000 metal with a tech in the warehouse. This means that the speed is not increased but that in the long term we will have more Metal. Others more original bulk idea: 7-This is not my delirium but I submit it to the debate, we can also imagine that the mercenaries would be recruited for a limited period, for example 5 minutes, increased to 7 in the presence of tech or heroes and would be overpowered (like champions but at the cost of a mercenaries), you get the idea? 8-Mercenary units can be given to allies. This is not a big buff or debuff but it can have a strategic aspect in team play. 11-The recruited units don't pop into the building but come from the edges of the maps ... (yeah I know it's crazy ...), both a buff and a debuff, it depends on the situation. Allows you to rush more easily for example. But who choose the position clock ?? 12-Recruitment is different. not one unit at a time but in groups of 10. A single group of the same type of unit of living mercenaries can be recruited at a time. It would only cost resources and training time of 20 seconds. Advantage: Does not cost population, units do not sleep in your houses. 12bis- We can see further with proposition 12. In this group there is an additional unit, a kind of mercernary half-hero. 500 HP which brings a military aura 20 yards around it. Increase the cost of Metal +150 compared to proposal 12. 12bis-bis Siege group made up of several soldiers (around 10) and 1 powerful siege weapon. A group quickly ready for attack with a metal cost. 13- Mercenary same cost as now but they have all upgrade because they have own gear.All uprage do not apply to them. So if you rush METAL ECO you don't need blackmisth upgrade. Really strong.
  5. Hello, i'm for P2 siege possibility but if you don't agree why not boost the crush dammage of melee unit? for easy kill tower and some economic building ? (all building with low crush armor) ?
  6. Right ! So we can add some idea like that. For exemple, For persians we can merge ram and siege for a new siege unit : A big ram which functions as a siege tower with 20 garnison capacity. It's just a quick idea It will take for each civ 2 to 3 units which are differentiated in P2 / P3, u agree ?
  7. About archers, where we can brainstorming for don't spam too much this thread ? Here, specific thread?
  8. Hello, i have 0 skill in computer but i'm ready for be tester/player As all people, i have good and bad idea also. --- We could start by definitively setting an overview when we cannot question several major subjects. And work from there. Citizen, i like the citizen but i see too many people against this system Mercenary, which direction to take ? Big cost unit but very good to fight? very fast to train but normal unit ? Just a normal unit with an offset cost on metal ? Outpost differentiation of civilizations, slight or very important? i don't like wikipedia game so please if diffferenciation not by system of debuff/buff some unit. Building/Units etc is better Fight : Buff melee unit ? What a place for the skirmishers More strategy military available , i see a lot of good idea on this forum for more aggressive P2 for example.
  9. select all unit and press H for they stop collect
  10. Yes make more strategy useful. Little siege P2. Champ P2. Mercenary spam P2 Reduce a little power of tower without tech. Good turtle must be expansive. For exemple reduce number of arrow (3-> 1 tower rank 1) (5->3 rank 2) but same capacity of garnison. sentry tower better, but not toxic like A23, fast killable if you put 2 infantery melee on it, you understand what i means? Good for attack and defense. Cav and infantery same recruitment time. =12 second Alpha 25 ? I don't like the possibilty to spam micro for avoid arrow etc. but i don't like the new movement unit system. Many players are rebuffed by this rigid aspect. What do you think about : make a very simple math system with% chance to hit depending on the range for each type of unit. For example totally random numbers Non-champion archers 0-15 meters = 70% hit. Non-champion archers 15-25 = 50% Non-champion archers 25-45 = 25% Non-champion archers 45-max range = 8% ??
  11. MAKE melee more more better than range PLZZZZZZZZZZZZZZZZ
  12. a lot of melee unit kill ram at A24. we can make a version of weak ram for A24 (only for kill a embryon player after good rush or his tower)
  13. Little Siege P2 please Nerf tower rank 1 Nerf range archer Make melee infantery stronger vs range infantery 12 second training time cav
  14. Back to 12 second training timing for cav? A21 is 10 second, and it rush a lot no ?
  15. because military bonus proposed already op more pop= more lag
  16. Concerning myself, I often manage to find a use in stone. Temple, Tower, Fort, Wall or at worst sell it. Besides, I find the selling prices of resources far too high for the first to use the market, at least it motivates people to pass the age since there is no more bonus when passing the age. But it is true that for the common people the stone is useful only in small quantities. Either we solve the problem or we don't (we buff the metal) Resolution problem Make civ more stone dependant but care to don't slow people for phase 3. But HOW? Castel cost : +100 STONE Center-Civc : Convert half metal cost to stone. All tower +50 stone cost (iberians 250 to 300- orther civ 100 to 150) Maurya wall : make stone cost to maurya wall ? or it not realistic history? in any cast up the cost of wood because too op only defend with wood. Don't forget temple cost for a lot of civ 300 stone, and it good. I don't know if just increasing the cost of buildings would be a good thing though. Going back to the stone cost of technology would be okay, but the stone dependent civ would be a nerf. For end a funny idea: Make Road in all ally / neutral territory with only stone, unit and trade speed move + 25% on road lol Buff Metal New tech in warehouse : "Efficient Mining" This tech cost 200 stone and 200 wood 1 min research . She give +100% lootable ressourcesd + To buff the metal: New tech in the warehouse: "Efficient mining". This tech costs 200 stone 200 wood 1min research + 100% lousy resources (metal and stone). This means with 100 of metal you can harvest 200. This way less deadlock at the end of the game due to lack of metal. .
  17. Why not test for fun ? when we can play multiplayer together?
  18. Hello, I'm totaly agree with Edwarf. We need give more interest to all useless building. WONDER :First delete the tech for bonus population and replace with a bonus linked to civilization once the wonder is built. A bonus military. Tech proposed by Edwarf sound good too. For a medium cost like 400 FOOD 200 METAL for the tech "Reduce all unit cost", look absoluty neccessary for spam champ and 400 FOOD 200STONE for tech "Reduce all building cost". We can by this way give a strength to civilisation by this way. Below the bonus by civ: TO ADAPT Athens : Spear Infantery +25% HP / +1 Range Attack Brits : Slingers +2 armor pierce + 8% speed attack Carthage : Mercenaries damage +20% et 10 HP / Spear +1 pierce armor Gauls : Looting unit +100% and Cav +15% attack speed Iberians : Skimish +2 armor pierce +1 orther armor and Infantery +5 HP Kushite : Monk +30 HP +2 Heal, Infantery +5% move speed Macedonians : Cav Melee +20 HP / Siege Weapons +20% HP +1 Hack Armor / Crossbow +10 Range attack +5 move speed. Mauryas : Elefant training time -50% / Elefant +3 % HP Persians : Immortal +20 HP + 20% Damage +10% move speed / Les unités infantery melee rang 3 deviennent des Immortal Ptol : Piques +1 hack damage +1 range attack +1 move speed Rome : Sword infantery +50% damage / Heroes +500HP Spartans : Melee Units +10% Move Speed + 10% Speed attack +15% move speed / Ram +20% HP Seleucids : Cav +10% Move speed +10 HP +2 Attack range it also good if ennemy can know you have WONDER. They take fear. If you agree how to implement this? The list of players in a card dashboard that has a wonder? in the diplomacy menu a wonder icon?
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