Mythos_Ruler Posted December 21, 2013 Report Share Posted December 21, 2013 With Alpha 15 nearly upon us, I started to think recently about ways to differentiate the gameplay for each faction. Not to just give bonuses and techs (although those are important), but to really change how each one plays compared to the others. I have a few ideas I would like to share (and a couple I have already implemented on my local copy of the developers version of the game). During our discussion here, I can add the more interesting and feasible and sensible ideas to the list.AtheniansTechnologies: Let's really leverage their Gymnasion. I'd like to give them a whole new interesting tech tree just there at the Gymnasion. I start to detail some cool stuff here, and continue adding ideas in this thread: http://www.wildfiregames.com/forum/index.php?showtopic=16631&p=273189Ditto goes for their navy. I was thinking of giving their Docks a tech that unlocks ship repair when the ship is near the dock (basically right next to it). That's detailed in the link above as well.BritonsWar Dogs: I think it would be neat to have 2 different breeds of War Dogs available at the Kennel, Mastiff and Wolfhound. Each one would have different bonuses. Maybe you have to unlock one or the other. And perhaps the Britons start each match with a free Kennel.CarthaginiansI think Carthage plays uniquely already, with their ethnic Embassies and their Naval Shipyard. How can we make the Naval Shipyard more interesting?GaulsIdeas?IberiansImplementing some kind of "Ambush" ability is key for these guys. They already get the free set of circuit walls at the start of the match. I think an Ambush ability would round them out nicely. The problem is making it useful and easy to use and not overcomplicating its use. The easiest way would be to just give Iberian units a large attack bonus vs. enemy units in column formation, so that when an enemy column is marching by, the Iberian player can attack its flanks and induce a lot of casualties.Harder would be to give a "real" ambush ability where the Iberian units become invisible to enemy players somehow until the trap is sprung. The key here would be to make it worthwhile for the Iberian player to use this ability at all, because while they are lying in wait for the enemy, they're not doing anything else useful.Also, flaming munitions, like javelins. Would be nice to be able unlock this and have enemy units or structures become engulfed in flames and steadily lose health for a period of time.MacedoniansMacedonians could be our "baseline" civ where they're just a pretty good example of default gameplay. Except for the fact that they should get a Siege Workshop for all of their siege engines.MauryansI think the Mauryans play uniquely already, with their large number of champions and abundance of elephant units, especially the Worker Elephant. Adding the "animal capture" feature as planned will really make these guys interesting (capturing Elephants and Horses to give training bonuses to elephant units and cavalry).Another idea is we can somehow include their caste system in the game. PersiansThese guys play differently already, with their Stables and Palace. Could maybe reduce their infantry health further and consequently add some more training speed techs to really turn them into the Zerglings originally envisioned.PtolemiesMilitary Settlements. In my local copy of the game I've made the Ptolemies start with a Civic Center as normal, but instead of building additional Civic Centers to expand, they build their Military Settlements instead. Military Settlements are then the Ptolemies' chief method of expansion. They are weaker than the main Civic Center and cast a smaller territory influence, but are cheaper and build faster. It means they can expand quicker, but their expansions are also more vulnerable.I also moved the Lighthouse to Town Phase to really make its desired bonus (lifting black map off all water) have an impact for the Ptolemy player.RomansThey have the Army Camp, which is an interesting structure, as it can be built within enemy territory. Same goes for their Siege Walls. So, how can we make these things more useful and used more by good players?Marian Reforms: Can we include this somehow? Becomes available in City Phase and once researched all infantry turn into Marian Legionnaires (champion infantry)?Could we have the Romans start each map with a free Temple of Vesta and then give it some kind of bonus (like greatly increased unit and building stats around it)? Maybe then it is a game-loser for the Roman player if it is destroyed.SeleucidsHellenistic Reforms: I was thinking of giving the Seleucids a choice once they reach City Phase of unlocking a "Traditional Army" or "Reform Army." Each one would unlock different champions and techs. For instance:Traditional ArmyAgema PhalangiteScythe ChariotReform ArmyRomanized SwordsmanGreek CataphractThey also have Stables, like the Persians. So, overall, I think they'll be a nice unique faction.SpartansI think we should keep it simple with the Spartans. But maybe leverage their 3-tier cultural hierarchy (Peers -> Perioikoi -> Helots) somehow. 1 Quote Link to comment Share on other sites More sharing options...
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