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Showing results for tags 'range unit'.
There are few problem that I want to discuss:- 1. We knew that Darius, Alexander or Romans all were successful because of their superior infantry. But, in 0ad gameplay we can constantly observe that skirmishers and slingers are the determining force rather than infantry. If someone make 30 skirmishers and employs them to kill 30 spearmen or swordsmen then he/she will loss only a few troops whereas the infantry side may lose all of his/her troops. But in reality it won't happens. I think the main problem of ranged unit lies in the idea of unlimited ammunition. A skirmishers can throw javelins constantly. But he needs to refill his supply after sometimes. But it won't happens. Maybe a 3 seconds gap would be sufficient for refilling. I think it can be solved by limiting the number of projectiles for skirmishers, slingers and archers according to their damage. 2. Secondly, a pikeman and skirmishers working speed is same but not their walking speeds which has a large impact on economy. We know that pikemen are slow unit in warfare but when it comes to working he is equally capable of working as fast as a skirmisher. So, I would prefer a common walking speed during doing some job for both of them. Maybe there would be some arming time(i.e. 2-3 seconds). During that time he would have a reduced armour, health and attack. As we know no one carries weapon during working. 3. Thirdly it was widely discussed topic, whether ram needs man power to move or not. I think it needs. Maybe a ram should costs 2 population. But it needs additional 3 men to move it on. On the other hand elephant have a crush damage but it won't applicable for fortress. But a herd of elephants can destroy it. So, I think a elephant would cost 5 population and it have a health of 750. But on the other hand a ram should be only a siege rather attacking units and can be captured. That's all.
Roman spear cavarly (melee) fight against Athenian cavarly skirmisher (ranged) like total war game's range units, range unit switch to (very weak) swordsman automatically when enemy melee unit nears. but in 0.a.d, range unit(jevelinest, slinger, archer) can be range attack no matter enemy unit nears. i think there shouid some kind of aura for range unit that cannot attack range attack when enemy unit in the aura players shouid fallback their range unit when enemy unit nears what do you think about it??