Jump to content

BreakfastBurrito_007

Balancing Advisors
  • Posts

    1.456
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by BreakfastBurrito_007

  1. Well it wouldn't need to be autotrain the way it exists for units. You would just click twice and the next upgrade would appear in green (already purchased) in queue behind the first clicked tech. As for the benefits and drawbacks I already discussed it in topic and I agree that it won't always be the best option.
  2. @Grautvornix you would have to have the resources available, unlike autoqueue for units. So you would still actually spend the resources when you click the upgrade if it is behind its precursor.
  3. In 0ad blacksmith for example, you need to wait until ranged damage 1 completes before you click ranged damage 2. I think it would reduce the unnecessary timing requirements if the next tech could be queued before the first has completed, so that it can automatically begin researching after the first is done. Keep in mind that this is not always the best way to get the techs since you would be paying further in advance for the same tech which makes it relatively more expensive, but the advantage would lie in focusing your efforts elsewhere rather than waiting for the first tech to complete and clicking the next one just in time. What do you think?
  4. They will be an option to vote for in next alpha's release of the community mod. @real_tabasco_sauce made some changes with them to make them less vague in the units they apply to, and changed the accuracy tech to be more conventional.
  5. That is very close to what has been done by @real_tabasco_sauce. Although not quite a factor of 1/2.
  6. @Helicity Infantry being armor focused is what makes them suck. In 0ad there are 2 types of players: those that snipe and those that don't. Players that snipe find it easy to deal with pikemen because they can target the ranged units behind them and simply ignore the damage of the pikemen. Players that don't snipe are frustrated by their low-dps units struggling to kill pikemen while their lower armor (persians) melee units die much faster than enemy pikes. Given equal force composition, a player who snipes will win 100% of the time. This overall situation describes a25 and a26, which has been called 'meatshield meta'. The core of the issue is that melee units are balanced such that they have huge armor and low damage. This results in them being used simply as a "meat shield" to save your ranged units which account for the vast majority of the damage of armies. In order to give melee units combat value (killing potential) they need to do way more damage than they do currently. 2x damage would make melee units quite powerful, but with the current armor they would be quite OP. Reducing armor is done to allow their balance to settle at a higher damage value, so that they can have a higher combat value.
  7. CS soldiers do make the game unique, and they should be kept in the game of course. The "solution" people are looking for is a way to make citizen soldiers primary role military and secondary role economic. This means that the best use for CS is for fighting and that you are inherently incurring some opportunity cost if you get them just for eco. I hope this helps explain from a gameplay perspective. I Agree here. The topic is about gameplay, not realism.
  8. I have seen different players in the 1500+ range discuss every one of these civs as being top performers. If anything, I see mace and seles less frequently than the other civs you described. Civ balance right now is actually quite good, even considering that plenty of civs are lacking particular units.
  9. wait what? please explain more, I must have misunderstood.
  10. This is considerably more complicated than adding a male eco unit or adjusting existing gather rates between women and cs. Rank 2 and 3 citizen soldiers obviously need to start as rank 1 with some exceptions. Champions can't be a meta since there are too few of them to create a balanced system. Mercenaries are not available to all civs. The reason I prefer creating a male eco unit as opposed to buffing women gather rates as suggested by @chrstgtr and @wowgetoffyourcellphone is that women can be made using ff from houses, they are super weak, and CS would still be needed for metal and stone. Having a male eco creates the opportunity to make the cc a more economically valuable building responsible for booming, avoiding the women- only eco, differentiating cost, gather rates, and creation time. Also, the gameplay choice of making women as opposed to the male economic unit would be interesting to me.
  11. I would prefer it as a secondary role, where booming is a lot slower if you do it with cs. No, because when you make anything you need to make the best use of it. If citizen soliders are better at attacking and defending than they are at eco, then players will use them for fighting.
  12. @wowgetoffyourcellphone why is it bad having different gather rates bad for female citizens and the male economic unit? I don't think that just increasing women gather rates and decreasing citizen soldier gather rates will help solve this issue, because women (two-gendered mod doesn't make male villager functionally different than a woman) still fulfill the same limited economic role, leaving citizen soldiers to be required for economy. The goal of such changes would be that a pure, unprotected "boom" would be only women and the male economic unit, with no barracks in sight.
  13. The citizens-soldiers would still be the best option for getting metal, stone, and acceptable for wood (they won't die to raids). Having two separate economic units is nice because the women can be trained faster from cc as well as houses, and male eco unit would be made exclusively from cc and be used for different economic tasks. I think the gather rate reduction would need for cs in this case would need to be more like 50% or 60%.
  14. That is not the same thing. It results in no gameplay change, because it does not change the value of citizen-soldiers.
  15. @Nobbi The core of the issue of the booming meta is that training soldiers is simultaneously the best economic and military process. In order to resolve the issue citizen-soldier infantry need to lose a good portion of their economic value. There is a whole other discussion on this, but the leading suggestion is to introduce a male economic unit that can be trained from the cc.
  16. @Yekaterina nice calculations. I think the main issue with the current system is determining the height "h" in the situation. There must be some reason why it is not measured with each ranged query and instead established as a constant by comparing the building location with the average of the entire map. Maybe it is for performance purposes? I don't have a good idea of what calculations are too intense to be done for each ranged attack, but I have to assume having a constant "h" is easier even if it is frequently wrong.
  17. I think one-click bonuses like this are not conducive to good gameplay. I think strategies and civ bonuses should require more planning, timing, and costs than a quick click. I think these bonuses are hard to balance and the short activation/ duration of the tech makes them kind of gimmicky. I do agree that temples could be a great source of civ diversification, and that their utility cases and value are nearly the same for all civs with some exceptions such as Kush and Gauls.
  18. If you are confusing ramirez brothers with other players, just know that they always say funny things and try funny rushes, they also argue a lot.
  19. Is this 10% slower or 10% of the original fire rate? I sure hope it is neither
  20. maybe the easiest way to do it is combine .75 x damage with adding a little armor to everything, or perhaps hp.
  21. I was thinking something around .75, but different ones can be tested fairly easily.
  22. 10 dps to 6.6 scaled for each unit would be nice. Factor of 2/3 damage multiplier. Perhaps you could try 1/2 too to see if that gets something that is maybe too slow.
×
×
  • Create New...