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| Author | Topic : May 2008 - Updates |
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Choirsinger Joined 12/19/2007 Posts : 617
| Posted : Monday, May 26, 2008 - 11:52 so i non longer need to build market places to get enhanced gold...cool  |
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Requiem [R] Joined 2/3/2000 Posts : 4878
| Posted : Monday, May 26, 2008 - 23:04 - Added a new Poll. Check under Community - Polls |
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Crazy Li Joined 9/4/2007 Posts : 1058
| Posted : Tuesday, May 27, 2008 - 00:07 Typo:
"...4:! ratio..."
should be:
"...4:1 ratio..." |
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gala Joined 9/1/2005 Posts : 483
| Posted : Tuesday, May 27, 2008 - 10:56 Req, I think the new outpost range is very unrealistic. You can see the enemy's castle from an outpost built next to yours. You also can't prepare any surprises for your opponent. It'll take at least 3 turns/moves to get even to an outpost, so she/he can always return their army back on time. I think 20 must be the max range - to overcome this you will also need at least 2 turns to move... |
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Corflu Joined 8/22/2003 Posts : 1408
| Posted : Tuesday, May 27, 2008 - 14:38 I agree, its almost like playhing with the 'full vision' rule optiuon in duels that no one likes. |
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Biscuit Joined 9/15/2003 Posts : 1893
| Posted : Tuesday, May 27, 2008 - 18:16 LOL. Now I love outposts more than anyone, except maybe Sage, but I have to agree as well. The original 16+2+2+2 (22 max) was just about right. This new change is very unrealistic and allows no surprises. The only other thing to do is make it, 14+3+3+3 (23 max). |
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Harold1 DoCJoined 4/21/2007 Posts : 1977
| Posted : Tuesday, May 27, 2008 - 19:27 or put the price up higher so its harder to afford!!
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Sage DoCJoined 11/8/2002 Posts : 4070
| Posted : Tuesday, May 27, 2008 - 19:36 How do you know about my love of outposts, Biscuit?
Hate to say it, Req, but I think everyone's right...outposts were perfect before. They were powerful enough to be tempting, but expensive enough to be prohibitive. You had to decide strategically whether it was worth the cost. Now they're so powerful they've become something you HAVE to have...no matter the cost. Raising prices wouldn't make it less necessary. |
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LOD Joined 12/13/2001 Posts : 5681
| Posted : Tuesday, May 27, 2008 - 20:53 10 outposts to see the whole map or even fewer? All this for about one-two turn(s) of income. Right in line with the rest of the changes. Make everything cheap, next to free, so that no importance is given to economy planning. You no longer have to pay any atttention to or learn anything about techs and upgrades. Another step of the battlefication of the game. Will there too be a tech that lets the game autoplay so that we no longer need to be there to move? |
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Mog DoC Joined 2/5/2004 Posts : 14304
| Posted : Tuesday, May 27, 2008 - 22:01 I think the outposts are too good now as well. I'd go along with Biscuit's idea of 14 + 3 + 3 + 3 = 23 max. That is plenty. |
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Requiem [R] Joined 2/3/2000 Posts : 4878
| Posted : Tuesday, May 27, 2008 - 23:43 14 is too small for an outpost. it was originally 16, and that was too short.
23 spaces is nothing. macemen can travel 24 spaces in 2 turns. scouts can travel 30 spaces! 2 turns is not enough warning time for the BEST outpost techs to provide. You cant mobilize a defense in 2 turns. anything less than 2 turns warning is useless, and just makes the game all about surprise attacks (which is more luck than rolling dice)
maybe the outpost techs should be upgrades, so you have to upgrade each outpost separately.
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LOD Joined 12/13/2001 Posts : 5681
| Posted : Tuesday, May 27, 2008 - 23:56 Why not slow the troops down instead or make bigger maps |
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Biscuit Joined 9/15/2003 Posts : 1893
| Posted : Wednesday, May 28, 2008 - 00:23 Well, at least the new outpost range makes all the scouting techs useless!  |
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Tubthumper Joined 12/31/2005 Posts : 859
| Posted : Wednesday, May 28, 2008 - 01:04 Why not make outposts mobile, like a seige tower - 2-3 hexes per turn max? Or give us the option of upgrading an outpost to being mobile? |
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Requiem [R] Joined 2/3/2000 Posts : 4878
| Posted : Wednesday, May 28, 2008 - 01:50 Mobile Outposts isnt too bad an idea, but they would become troops then, as buildings cant move.
If I had slowed the troops down instead, I would have had the same people complaining the troops are too slow, their strategy is now pointless, the game is boring, etc etc
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Corflu Joined 8/22/2003 Posts : 1408
| Posted : Wednesday, May 28, 2008 - 02:01 good point, biscuit! no more need for scouting techs when you see the map anyway! |
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gala Joined 9/1/2005 Posts : 483
| Posted : Wednesday, May 28, 2008 - 06:00 Req, you are right "macemen can travel 24 spaces in 2 turns. scouts can travel 30 spaces!... You cant mobilize a defense in 2 turns." But, you can make 24 spaces if the movement is 100%. It's rarely so. Also after you moved, you can't attack at the end of this "travel". It makes the notification at least 3 turns. Building an outpost 10 hexes from a castle gives you an additional turn. Total 4. It won't be enough only if you are in a campaign, having several castles and far away from home. It's a "trouble of rich". Finally, you want to make this game more realistic and interesting, but give us the tool which doesn't exist (almost a satellite)and limits avility to plan a surprising attack (you can find a lot of htese in history). |
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laur Joined 1/9/2008 Posts : 320
| Posted : Wednesday, May 28, 2008 - 07:09 I have to admit that I agree LOD economic, Bisc scouting & gala number of turns until attack "issues". Moreover at what gala said, you cannot attack until you have your ranges in place(unless you whant to suicide yourself)...and if you are using ballis...as everybody does these days then 30 spaces on an average of 80% movement means 4 turns only to put your armies in place +1 to attack...if the outpost is near the enemy castle which is very improbable
regarding the the economics updates...starting with turn 4-6 you can produce mace/ballis/falcs and turn 8-9 Marks/Knights/HC...then why don't we get rid of those 1-2 level units...cause they will be used only 5% of the time in a 100 turns camp? Maybe it was a bit expensive to produce high level troops in the past...but now is much cheaper.
Also markets tends to be unused these days especially in camps...only because everything is cheaper and you don't really need to sell to get money Last Edited : Wednesday, May 28, 2008 - 10:43 | Requiem [R] Joined 2/3/2000 Posts : 4878
| Posted : Wednesday, May 28, 2008 - 08:20 Changed it to 18 +3 +3 +3 | | CanisLupus Joined 5/23/2008 Posts : 75
| Posted : Wednesday, May 28, 2008 - 08:21 Why didn't you just leave outposts as they were and just at least reduce the wood material cost of them to 200 so that more of them can be built which is certainly more realistic?
Can we discuss the cost of producing higher level troops now or is that just being censored? | |
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