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Player of 0AD

Balancing Advisors
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Everything posted by Player of 0AD

  1. I also think that this is not great. But at the other hand, kushites are already so strong, so please don't change the Blemmyes, at least don't give them cav archers... Further differences currently: - the Blemmyes can receive the mercenary upgrade tech - they are faster to train - if javelin cavalry is your strategy, you can unlock phase 3 with the help of these buildings ; )
  2. - add more battle music tracks to the mix, there is currently only 1 battle track which is very repetitive and stressy - don't stop music in replays - don't restart the main music theme while navigating in menu and lobby, just let the playlist run until a game starts - switch places of the buttons "passive behaviour" and "stand ground behaviour" because thats more logical - passive units should not abuse run speed. Chasing units shouldnt do that neither. run speed should only be available for formationing - markets and ports should make gather points in a way that the trader / trader ship creates resources immediately - markets and ports should be able to make gather points which are a trade routes between 2 other buildings, not involving that particular port/market.
  3. I don't think that the gameplay should change that much. The game is already great, so changing the mechanics can be anti-productive - as we've seen in A24. Better improve other aspects of the game, for example performance or the User Interface (for example its not possible to save and load multiplayer matches? that's rather bad) At the other hand, I've gotten some revolutionary ideas to differentiate the civs which really should be implemented: - All civs except the macedonians lose their siege workshops and train their siege weapons from the fortresses - all civs except the mauryans lose their elephant stables and train elephants in the fortresses - all civs except persians lose their stables and train that cavalry in barracks - mercenaries can collect resources just as other citizen soldiers. and their costs change: from wood and metal to exact what citizen soldiers cost, with the exception that 25 food is replaced by metal. That would turn mercenaries from small anti-siege taskforces to units which can actually used as regular army part! Plus, There would be an additional possibility to diversify the civs: Ptolemies could train mercenary skirmishers in phase one and the slingers in phase 2.
  4. They should start without the bonus elephant and they should not train them in CCs
  5. I can recommend you 0AD - Alpha 23. Great game!
  6. As I would not like to see the change in the game I'm not thinking about an idea to balance it ; )
  7. - The difference is that attacking rams can attack the defending rams and outnumber them, but they are helpless against defending elephants - point 3 would increase the turtling aspect of the game too much - even if rams can attack elephants, they are rather helpless against them
  8. Gameplay-wise this is not so good because ranged cavalry is one of the few weaknesses of elephants. It would not improve the game, it would just change it.
  9. Clear "no" to garrisoning elephants ever in fortresses - how to ram down fortresses if elephants are in there? Right, not at all. I'm also against additional buffs for elephants - why buffing them if they are OP? So, only thing I could imagine is: Excluding them from the current armor upgrades and give them their own armor upgrades, for nerfing.
  10. As long as it stays a mod: pretty interesting!
  11. I suggest that they always start with complete walls. They are the only civ which has no cavalry-counter in phase 1.
  12. I think that the gather rates are fine. The cav is specialized in hunting, so it's much faster, but it can't do anything else. This makes it also possible to replace in the late game the farming by corralling, which rewards skillful play! It's no problem neither that chicken are close to the CC. Conclusion: Just don't change anything
  13. No, nerf the archer civs ; ) They are just 4 so its easier to do that. There should be no top tier, every civ should have same strength as far as this is possible
  14. Archer Civs are already supposed to be OP, so it would be a mistake to make Carth better!
  15. I don't see a need to change the game according to this, so I'm against it.
  16. "Mighty" is an understatement, they are OP. How can they be "pretty easy to kill" and how don't they do much damage?
  17. Suggestion: - Very hard stays at 60% - Introduce "Super hard" (100%) - Ridiculously hard (200%)
  18. Trolls = Elephant Archers? "Slow, but mighty ranged unit"
  19. I suggest to remove "selecting elephant stable" from Alt+Q because of the Alt+Q+Rightclick combo. Bug: Somehow Alt+Q returns from time to time, no matter how often I delete it.
  20. In A23 at the end of that line there was a "not implemented yet". The benefit is that the Mauryan Priest Hero can be garrisoned in the blacksmith, which improves researching. Plus, if you garrison your blacksmith, it will be harder to capture it.
  21. - display in the unit/building informations also unit/building limit, accuracy and fire rate. Maybe also damage per second - don't write there "armor: damage:" but just: "armor:" and display crush armor/ damage at the right, just like in A23
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