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Default attack vs. buildings; balance between Capture and Attack


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  On 09/03/2025 at 5:27 PM, real_tabasco_sauce said:

Personally, I think campaigns could make up for some of the historical/realism lapses that are needed for good multiplayer gameplay, but the fundamental gameplay should be consistent between basic single player and multiplayer. Ideally, players learning in single player should help prepare them to go up against player opponents.

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Could be a checkbox like "ranked". I'm still quite puzzled at our userbase stats. 22k players on Snap for instance, are they all playing SP? That's crazy.

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  On 08/03/2025 at 7:06 PM, real_tabasco_sauce said:

There's no need.

Firstly, as others have said wall turrets shooting arrows was problematic because you could cram so many close together. It was also a bit of a buff for iber and just made for an annoyance even after an iberian player had been fully destroyed.

We have towers for arrow shooting, and walls for blocking movement. Let walls be walls and let towers be towers. Trying to blend gameplay mechanics like this is unnecessary and distracts from the actual gameplay purpose of these structures. I'm glad wall turret arrows were removed tbh.

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I don´t agree, we can explore other options, for example:

1) Increase infantry defense against projectiles with shield wall formation.

2) Increased the defense of the fortresses to make them more viable and harder to capture.

3) Garrison soldiers on the rams to make them stronger.

4) Garrison only ranged infantery in wall towers.

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About shield wall formation:

The shield wall formation would be diferent from phalanx formation. The shield wall formation would give a bonus against projectile damage, the phalanx formation would give a bonus against melee damage.

In the historical period covered by this game, all soldiers carried shields. Shields are used to protect themself from arrows in the first instance and from enemy charges in second instance. Many players use and abuse ranged infantery, witch exterminates melee infantery. The shield wall formation will make the melee infantery more viable, in a historical period marked by the use of strong infantery, and will make it easy to invade enemy territory without losing more than half of your army in the process.

Edited by Obskiuras
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  • 3 weeks later...

I have something that might be a radical idea.

Get rid of the capture system all together. It needlessly complicates the game. Just balance out the buildings so they are less susceptible to non-siege units, especially pierce damage. The game should be fun, first and foremost. Capturing building is not fun, it's a chore and another thing that needs to be coded/balanced against.

The only exception could be neutral buildings that don't belong to a player at the start of a game. For buildings that become outside of a player's territory influence, make them rapidly lose hit points and burn down unless the player reclaims the territory.

Edited by Deicide4u
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  On 28/03/2025 at 3:40 PM, Deicide4u said:

I have something that might be a radical idea.

Get rid of the capture system all together. It needlessly complicates the game. Just balance out the buildings so they are less susceptible to non-siege units, especially pierce damage. The game should be fun, first and foremost. Capturing building is not fun, it's a chore and another thing that needs to be coded/balanced against.

The only exception could be neutral buildings that don't belong to a player at the start of a game. For buildings that become outside of a player's territory influence, make them rapidly lose hit points and burn down unless the player reclaims the territory.

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With that idea in mind, it's better to remove the territories. And instead of 0 AD, name it Age of Civilizations.

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