
chrstgtr
Balancing Advisors-
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Everything posted by chrstgtr
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Honestly, all of this feels really complicated to me. It is a lot of changes to new balancing system (a26) that isn’t fully understood yet because it hasn’t been fully played in. I would also be concerned that this would introduce so many new variables that it would be difficult to discern the impact of any specific variable. In short, discussion feels like too much, too soon.
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That’s only true if no armor or health upgrades are taken to offset the attack dmg. To be honest, this is really just a problem of units dying to quickly in late game, which leads to spam fights. I think the easiest way to fix this is to undo another of the a24 changes: health phases bonuses. Reinstating health phase bonuses would also offer the pure importance of forge upgrades and make phasing more important.
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suggestions Thread for posting suggestions for Alpha 27.
chrstgtr replied to Lion.Kanzen's topic in General Discussion
Fire cav still does fire dmg. It will be very useful against buildings. But yes, perhaps firecav should have the same interval as regular skirm. -
Random is also a colloquial word, which is how it's being used here--people want a random civ generator that provides equal chances of selection.
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Battering Rams: Palisades vs Stone Walls
chrstgtr replied to Philip the Swaggerless's topic in Gameplay Discussion
It already existed in the form of splash dmg, which was taken out for other reasons (although I would personally be fine with it being reimplemented) You could also get almost exactly the same effect for palisades only by making palisades twice as large as they currently are. Both would be fine with me -
1. Is purely reductive 2. was tried and failed in a24
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Battering Rams: Palisades vs Stone Walls
chrstgtr replied to Philip the Swaggerless's topic in Gameplay Discussion
They function exactly the same. Both are buildings that take up a small space and shoot arrows. Except one had a spacing requirement, which works. Also, as I have already said, I’ve never seen such a problem. If you really want to ‘fix’ the whole game then you should eliminate all civs except one, eliminate all units except one, eliminate all buildings except one, eliminate all res except one, and eliminate all techs. That will make the game perfectly balanced. That isn’t a ‘fix.’ It is the thinking that mires progress and eliminates features that you seek in every other thread. -
Battering Rams: Palisades vs Stone Walls
chrstgtr replied to Philip the Swaggerless's topic in Gameplay Discussion
That was the purported reason--you could create a thicket of extremely strong towers. I never saw it done, though. Even if it did happen, a much better solution would've been to limit how closely they could be placed next to each other. Eliminating features is just a lazy way to 'fix' something that could otherwise be properly adjusted. -
Battering Rams: Palisades vs Stone Walls
chrstgtr replied to Philip the Swaggerless's topic in Gameplay Discussion
Turrets used to be this way. It was taken out because someone for some reason thought it was OP. I disagree and think this was a very lazy solution, but I digress…either way it was rarely used. -
Maybe. But remember, women can't garrison everywhere so that would really just be to garrison all men. Garrisoning all men right now, is a pretty rare occurrence (and it is even rarer for the player who does it to survive, so this may be a feature without any real use). I would also worry about the scenario where players begin to purposely build barracks close to each other on the border, wait to be attacked and then garrison all barracks. The attacker's units would then default to capturing barracks. The garrisoned player could then engage in a series of rapid un-garrisoning and re-garrisoning that can't be stopped because the attacking player's units always default to the buildings. Basically, I would be concerned that such a feature has little value and could lead to annoying meta changes so I don't know if it is worth creating. But I could be wrong.
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I would’ve thought that this would already be possible because of the Athens hero already does it. But maybe not because I would propose that units like spears, which have a shield, would get a pierce armor boost while units like archers, which have no shield, would not get a boost the current unit stat adjustment method just doesn't make a ton of sense. And formations right now don’t really have much purpose aside from making micro easier
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It seems reasonable to me. A woman farmer gathers at a .5/s and have a cost of 85 res (50 for the woman, 20 for the pro rata portion of a field, and 15 for the pro rata portion of a house). So an ROI of .0059. Once upgraded An icebox gathers at .5/s and has a cost 200. So an ROI of .0025. Iceboxes also can be upgraded to be more efficient that woman farmers. Ice boxes also don't take up pop space, which becomes very valuable at some point in most games. The ROIs are actually a little closer than that because the inputs for farming are more "expensive" than the inputs for iceboxes. Farming requires all wood and food, which are in-demand p1 resources. Food is also gathered more slowly than other res. Meanwhile, icehouses require wood and stone. Stone is a less valuable p1 resource. To me, that seems fair given that iceboxes are less likely to be captured than woman are to be killed, and will have a constant stream of income (whereas women will garrison during raids). I can imagine scenarios where I use both ice boxes. Obviously, some gameplay styles will be better than others in different circumstances.
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Yeah, I know a bunch of changes happened from what it originally was. For what it is worth, 5% is what I initially thought it should be. I would need to think more about it, though. Personally, I would prefer an even more radical change where we make them like healers, which are really weak at first and then really strong after leveling up. I think that would be a cool "invest now for big benefits later" feature. It would also encourage more p2 action because it would make the Han player vulnerable early but strong late. Lots of options.
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Suggested change of MaxGatherers per animal group
chrstgtr replied to Obelix's topic in Gameplay Discussion
Then you knew more than me and have an opinion on game design issue where I don't care. Feel free to match a patch--I don't think anyone will oppose you. -
Suggested change of MaxGatherers per animal group
chrstgtr replied to Obelix's topic in Gameplay Discussion
Who knew this limitation existed before this post? When was the last time you saw someone use corrals with inf or women? When they did, did they have some idle inf/women while others were actively collecting meat? When was the last time you saw someone actually hurt by the scenario I described in my third question? Does good game design require corrals to be useful for women/infantry? My guess is the answer to those questions show that this isn't actually a problem. Feel free to post a replay that shows otherwise. -
Suggested change of MaxGatherers per animal group
chrstgtr replied to Obelix's topic in Gameplay Discussion
Sure. But it basically never makes sense to hunt those. And if there are 3 of them then it would only matter if you have a bunch of cav because they will go to other nearby hunt (or you should just shift-click them). But yes, this should be unionized. It just isn't very important because it will have a very minimal effect. -
Han Ministry Gains a Trickle with no Garrisionoing
chrstgtr replied to chrstgtr's topic in Bug reports
I was talking about the hover over on the avatar in-game. It also doesn't appear in the structure tree. Those two places are identical (I think that's true everywhere).