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LetswaveaBook

Balancing Advisors
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Posts posted by LetswaveaBook

  1. 4 hours ago, alre said:

    If you want to add variety to the start game, there should be an economic incentive on scouting. A solution already exists and it's treasures.

    I've often had the feeling, throughout the forum, that the economic role of cavalry is some kind of an issue. I too think it's less than convincing, but I fail to think of a better alternative.

    I share the idea that the role of cavalry seems a little odd and I like the idea of discussing it. However I feel like there is no easy solution and maybe the system we have is not ideal but just the best we can get (for now).

    That being said, I am just waiting patiently until someone gets the 200 IQ move that no one else(including me ofc) had thought off. In the mean time, the current system seems okay

    • Like 1
  2. On 23/02/2021 at 1:17 AM, mysticjim said:

    Yoda - Jedi Master

    Yoghurt - a food produced from the bacterial fermentation of milk

    Yogi - an anthropomorphic cartoon bear. Who liked picnic baskets.

    Yellow Bile -  a humor believed in medieval physiology to be secreted by the liver and to cause irascibility

    Yellow Fever - an acute viral haemorrhagic disease transmitted by infected mosquitoes.

    Yellow Weather Warning - Lowest level of warning for extreme weather conditions, below amber and red. Usually means there will be flooding in parts of Wales.

    Yowsers - a slang amalgamation of 'yikes' and 'wowsers!' Popularised by the cartoon series, Scooby Doo. 

    Yowsers, I just made a mess of my trousers - someone exclaiming in reaction to a recent unexpected/scary event that they may have soiled themselves as a result*

    yvon -- Dutch female name, celebrated in a song of mooi wark. Don´t dissappoint me, this forum is not full of barbarians.

     

  3. I am on the side of wierd jokes. In addition why introduce techs that are to expensive to afford?

    Also the practice of using war elephants died out(except in India and south east asia), so I don´t disagree with elephants slowly decreasing in value.

    • Like 1
    • Sad 1
  4. 5 hours ago, Freagarach said:

    Do we want area (a.k.a. splash) damage for (champion) elephants? We'd obviously need to reduce its normal damage then.

    I wouldn´t like it to be AoE style that elephant damage units that are attacking them from behind.

    If we would want to make it realistic then I guess we should just give the war elephants an option to walk over (ranged) unit types with 50HP or less(I suggest it should be capped as being able to crush only 1 unit per second or something). As far as I know, elephant were trampling their opponents more frequently than they were killing them by swinging their tusks. The balancing team probably won´t like me for this suggestion.

  5. 6 hours ago, Thorfinn the Shallow Minded said:

    One thing Nescio earlier on proposed that I particularly liked was giving a bonus to building structures like markets and temples within a certain radius of the Civic Centre.  This would be a nice "soft" encourager for the player to migrate their farming economy to a different area.

    If we want CCs to be a center of urban activities, we probably need some auras as in the current meta, people build barracks not near their CC, but at the edge of their territory. I would like to give two wicked suggestion(still need fine-tuning and such):

    1: Give CCs a build speed aura like maurya elephant, so if you want to develop fast, you build buildings near the CC

    2: Give barracks(and such as markets etc) a aura that gives nearby CCs +5 meter territory per barrack(or other building) to encourage building barracks close to CCs and get a city like infrastructure in the center of the map.

    • Like 2
  6. 2 hours ago, Thorfinn the Shallow Minded said:

    instead perhaps the other gather rates of citizen-soldiers and women could be adjusted to be almost or just as fast.

    If that would happen, then people would put at least 3 of their citizens on chickens at the start and your eco would be skyrocketing for the first few minutes. Also if you scout can push the deer to the cc it would be a huge bonus making map gen way more decisive.

  7. 8 hours ago, Thorfinn the Shallow Minded said:

    Make their helot units cheaper yet weaker.

    Helot should be mainly workers and having cheaper workers can have serious balance effects in a citizen soldier concept. I would like the idea, but we need a good clue how to keep balance in mind.

    When reading on wikipedia about Sparta, I also found the something about the Spartan Hamosts and their garision. Maybe we can give the Spartans something unique in city phase to reflect the Spartan Dominance and rule after the Peloponnesian war.

    • Like 1
  8. 10 hours ago, seeh said:

    what about a system for rating where could gamer always could get more (like experience)? and it constantly becomes less over the time (to a middle value. little like normal training in real world). winner gets experience (calculate this like old good elo rating), looser not. think about the effects that this could have. all ratings get closer together but the best player will still stay the best. daring a rated game is no longer risky. point are only lost over time (see e.g. aging process or experiences with success or something).

    The problem with that as far as I can judge is that it measures how much you play as much as what your win ratio is.

  9. 23 hours ago, borg- said:

    Bonus 2 - Current bonus.

    Bonus 3 - Civic centers give +10 pop cap bonuses, bringing back something similar to the bonus we had in a23, giving the chance for an early rush.

     

    I think we need to be very careful with stacking eco bonuses. If your opponent has an eco bonus then it feels like a small mistake on your side means that your eco is so far behind that you will never recover. Also the Brits start with a dog making those early mistakes very much possible. On top of that Brits get faster Javelins to accelerate their advantage. On the other hand I am a fan of britons having a woad paint health generation tech for some units

     

     

    23 hours ago, borg- said:

    Bonus 4 - Can train two men and a trunk in phase 2, similar to a ram, but faster and with less health and pierce resistance. Some phase 3 technologies excluded for that unit. Arsenal and ram removed.

    I am not a fan of this. I would elaborate on this if you gave me the specifics of the unit.

    23 hours ago, borg- said:

    Bonus  1 - Can train sword cavalry in phase 1.

    I think that more cav. oriented civs should get a second cavalry unit in p1. This is encourage aggressive play and helps to to counter turtling with ranged units. I would be thinking about giving mellee cavs to Iberians and Persians in p1, giving carthaginians the abilitie to build a (single) embassy in p1 with mercenary cav and giving Seleucids a cavarly archer in p1.

    • Like 2
  10. 14 minutes ago, maroder said:

    I tried removing dropsite from CC for a while in DE, but I found myself annoyed that I couldn't use it as such.

    If this is the problem, we could easily counteract it by making that CC can store wood/minerals but no food(or lets just make it wheat whereas meat and berries can). If you can store wood in the CC, you can build a farmstead and farms and you will still be able to get going.

    Also I highly doubt if towns will start to look as idyllic in the right picture. The only way to really know is to let people play on such a mod as I can not judge how other people would make a layout for their base. However I do suspect there will be a lot more housewalling to keep your eco safe and map generation would become more decisive. I think it will hurt gameplay more than it helps.

    • Like 1
  11. 8 hours ago, maroder said:

    It leads to a standard build order that involves 8 fields around the CC, because that is the most defended area in the beginning of the game. But afaik it is historically not accurate that the heart of big cities was filled with fields.

    Historically, I guess if there was fertile farmland somewhere, then some people would settle it. build a little cosy house in the neighbourhood.

    In the game, players build farms at positions that are well defendable(in current meta around CCs). We build farms inside a fortified area. The defensive capabilities help our farmers, wheres houses and other buildings don´t need to be placed in areas that are well defendable.

    When using this type of logic, it is understandable that it will never look like in real live. Building farms in defensive positions seems logical whereas CCs don´t give reason to build other buildings(to form a city layout) close to them. This is aided by the fact that some players build their buildings(esp. barracks) at the edge of their territory to get some extra territory.

    • Like 1
  12. 20 hours ago, Thorfinn the Shallow Minded said:

    Make chariots like the Konniks in Age of Empires 2.  When the unit dies, an infantry unit spawns in its place. 

    The animations by Wow look neat, but I fail to see an obvious guerilla  connection behind that concept. On the other hand, a chariot with a garrisoned (melee) infantry would give the concept some speed and it would allow the chariot to drop off the (melee) infantry which are normally fairly slow. For the chariot it means that the  (melee) infantry can function to shield the chariot against spearmen/pikemen which provides good synergy.

    • Like 2
  13. The health generation complements the skirmishing style very well. My suggestion for the chariot would be a chariot unit starting with a loaded infantry and if the infantry loses lots of health, it runs back to the corresponding chariot and garrisons.

    To make micro doable we could give loaded chariots a different icon, so you can select the ones containing the injured to send them to safety.

  14. If I had to do a suggestion for an army camp, I would suggest a building that gives a +15% attack aura in a 120 meter range(enough to build it near fortifications and have an advantage on taking them). However an army camp would slowly dismantle and lose the aura unless you sacrifice large supplies, making it a building with temporary use only.

    Also army camps should be destroyed upon capture, which should provide considerable loot and be fairly easy if there is no supporting army. If you delete your own army camp, you could get some resources back.

    • Like 1
  15. I think the dev team has things quite right. I think only small stat changes are in place. From what I´ve seen in AoE2, small changes can have a drastic impact on the preferred strategy in RTS games. I am more the type of boom player and I think booming is advantageous against turtling opponents.

    However I can understand that the meta currently might not be the best it could be. I think it would be solved with a few small stat changes. If melee cavalry and infantry swordsmen(for infantry swordsmen maybe also +10% speed) would get +1 pierce armor and towers would take +50% longer to build and upgrade, I think the meta would be fine.

    • Thanks 1
  16. Carthaginians do as far as I know not have a lot to distinguish themselves competitively in 1v1. Style-wise, they only distinguish themselves with nonviable mercenaries. They do have their apartments which seem cool, but are locked to p2. When you reach p2, the minor advantage that apartments seem to offer doesn´t make a lot of impact(especially not with A24 p2 timings). Therefore I would like to do this suggestion:

    Instead of apartments being locked to p2, I would like to see apartments being unlocked as soon as you have 5 p1 buildings. So for most builds that would mean 3 houses, a farmstead and a storehouse. It would give a small eco advantage, but only after you reached 50 pop. So it is a nice bonus but nothing over the top. The Carthaginian player still needs probably the 3 houses at the start, which means players still get a nice mix of houses and apartments(because mono-culture is boring). In later stages, Carthaginian players will still build houses if they lack stone or need pop quickly when the are housed. Also apartments in this suggestion no longer count as a requirement for p3.

    I would like to hear your ideas on this.

    • Like 1
  17. If I had to do a suggestion, I would go for a faction that represents the Greeks in southern Italy. Syracuse was one of the largest cities in the Mediterranean and was active against both Athene(defeating Athenes fleet and contributing to the end of Athenian hegemony) and they also fought both Carthage and Rome. They are another Greek faction(limits diversity), but that makes fit in with the others.

     

    I also recently found a vid about the Kushan empire which might also be interesting.

    https://www.youtube.com/watch?v=0gc4p_KQGf4

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