Balancing Flying and Floating units

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Home Forums Age of Wonders 3 Discussions Balancing Flying and Floating units

This topic contains 27 replies, has 13 voices, and was last updated by  Henrysix 1 month, 2 weeks ago.

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  • #270133

    Hiliadan
    Member

    As Nemesis Zero pointed out in another thread http://aow.triumph.net/forums/topic/why-current-live-multiplayer-balance-mods-are-missing-the-point/, Flying and Floating units (and to a lesser extent Swimming) units have a big mobility and versatility advantage, especially on Continent (in particular with rapids) or Island maps.

    Players who can get a Floating or Flying stack will gain a huge advantage vs players without such stacks, and be able to harass their opponents without much risk.

    There are several ways to counter this. One way is to nerf Flying and Floating units (less defense, resistance or HP for instance, because the energy they spend Flying or Floating weakens them). Another is to boost potential counters.

    #270134

    Hiliadan
    Member

    So here are some proposals:

        Nerfing Flying and Floating units
    • Draconian T3, Elves T3, Halflings T3, Exalted (all races), Manticores (all races) now have Lesser Flying. Succubus still has Flying
    • Flying units get -2 MP (so 28 for most of them).
    • Flying units get -1 def and/or -5 HP.
    • Flying units get +5% to +10% costs.
      1. Boosting their counters
    • Pike Square does more damage vs Flying units (and maybe vs Floating units?).
    • Pillar of the Stylite and Solar Spire give additional bonus vs Flying units.
    • Units with Throw Net get an additional ability to stick Flying and Floating units to the ground (like Double Gravity).
    • Add some specific counter to Floating (what?).
      1. Acting indirectly on their balance
    • Swimming now uses 4 MP/hex on the strategic map. Sea Creatures get Natural Swimming and still uses 3 MP/hex.

    Opinions?

    • This reply was modified 8 months, 1 week ago by  Hiliadan.
    • This reply was modified 8 months, 1 week ago by  Hiliadan.
    #270137

    Jolly Joker
    Member

    Is this a thread specifically for Live MP or in general? If it’s for Live MP, that doesn’t seem to be the only problem there is, and the discussion should be between live mp players, because they know what theyx want and what not with a view on settings.

    If it’s in general, tampering with the unit stats doesn’t make sense. Mobility IS important in the game, part of end-game spells and the main reason why, say, T1 Inf lose viability later in the game, but that is part of the equation.

    The one thing that is striking ME odd (and would address) is that if you do play Con and Isl maps Adept Water Magic is basically a matter of course. Freeze Water helps a lot, of course, but it’s just one part of what the specs should offer.
    1) Make Freeze Water T2 spell (cheaper to research).

    2) It shouldn’t be too difficult to have an Earth spell “Dry Rapids”, which would change one or more hexes of rapids into passable terrain, like, Mountains or Wetlands.

    3) There might be an Air Spell, say, “Lifting Winds”, giving a stack the Floating ability for 1 turn. I could imagine something like that even for Creation, like, “Divine Wings” or somesuch.

    4) Something like the Double Gravity spell on a global level, might be fun. Should work like Freeze Water, just the other way round. Disables Fly/Float in the area (making it impassable for flying/floating units) for 3 turns or so.

    5) What I could imagine for Dread would be a Transport Balloon as a unit (Floating), basically reducing stack size to 5, since the Balloon had the fighting abilities of a Settler unit. Would be an additional Class unit, probably T2.

    And so on, and so forth. In other words, don’t touch the units.

    #270138

    Fluks
    Member

    I agree with the “boost their counters” part. And maybe lesser flying to manticores. The other nerfs of flying units I don’t agree with. Gryphons, Eagle riders and draconian flyers should have real flying, also don’t make them loose mp they should be fast. Costs and stats maybe, but I think especially eagle rider has quite lousy defense stats for a T3 already.
    Your proposed change in swimming is ok too, though there are not sooo many units that have swimming so I don’t really know if it’s necessary (I don’t think hunters, druids, swimming animals or human assassins are too strong atm)

    #270140

    Zaskow
    Member

    I’m agreed to decrease movement pts and maybe def/HP, but not more. Flying and floating units aren’t very cheap already.

    #270146

    Hiliadan
    Member

    there are not sooo many units that have swimming so I don’t really know if it’s necessary (I don’t think hunters, druids, swimming animals or human assassins are too strong atm)

    That would apply to embarked units as well, forgot to write that. But it’s not fully related to Flying/Floating, it’s just that it was a related idea from Nemesis Zero and I wanted to keep it somewhere, to avoid forgetting it. 🙂

    EDIT:

    I’m agreed to decrease movement pts and maybe def/HP, but not more. Flying and floating units aren’t very cheap already.

    Also raising cost would not help much vs mind-controlled Flying units.

    • This reply was modified 8 months, 1 week ago by  Hiliadan.
    #270165

    ddnation22
    Member

    I agree that flying/floating units are currently too strong in general. Especially Tier 4s. This doesn’t come up nearly as much in the kind of competitive PvP content I’ve seen on places like Hiliadan’s youtube channel, however in my SP games that go super late, you can really see the objective OPness of Dragons/Manticore Riders/Eldritch Horrors/etc. compared to every other unit in the game. And as Hili mentioned, the Swimmers aren’t too far behind in this either, esp. for Island maps.

    Their combat stats/unit costs don’t take into account their mobility. Also, you have to factor in how awkward and slow Sea travel is compared to floating/flying/swimming, Embarked penalty , etc.

    This also exacerbates and ties into another core problem with the game – Flying/floating units are better at contesting the Sea than pretty much every “naval” unit. The only couple I can think of that match up are hybrid swimmers like Lord of the Deep, Naga T3, etc. AND the fliers can raid/invade back on the shore at a moment’s notice.

    So, what would I do?

    First, Pikeman and counter units in general definitely need a buff – one tied into a general philosophy of, “T4 and upper tier T3 are too strong and dont have enough counters, while lower tier units get useless too quickly and have no purpose mid/late game” So, for instance:

    1. Pike square buffed specifically against flying units
    2. Pike bonus specifically increased against Flying units, floaters, and heroes on flying mounts (I feel flying mounts are all reward and no risk and generally a bit OP)
    3. Flying cavalry (maybe even just all cavalry) get a debuff when located within X tiles of pike units, to represent their “formation” interfering with them. Could also instead be a buff for units located near Pike units getting some support from their formation.
    4. Fliers and floaters get their own “Embarked” penalty when flying on mountain or sea tiles, to represent the extra “strain” of having to keep flying or fall to their death

    I really don’t like the idea of changing many of the fliers to Lesser fliers. Lesser flying is already a mechanic I really dislike – because I would prefer Sea get a quality of life buff instead of nerfing fliers mobility. It’s just a little too tedious to get around at sea without floating/flying. Not EVERY floating/flying unit is OP in combat, mind you – so blanket nerfs to mobility feel wrong to me. Better to just buff Sea travel a lil bit Imo.

    #270168

    Jolly Joker
    Member

    It’s obvious that no one will bother to answer, but aren’t you all forgetting that Advanced Logistics reduces walker movement on roads to 2 points giving Cavs 18 hexes movement which no flyer can’t match – which means only that players have an option to increase the mobility of their walkers in late game, working with builder units.

    So I repeat, there should be more options to increase the mobility of walkers punctually. Another option I’m trying out currently is giving Heroes (racial) stack abilities that give units abilities they don’t have. For example, a Dwarven Hero might give units in their stack Mountaineering and Cave Crawling (as 2 different stack abilities) – abilities which flyers wouldn’t profit from, obviously.

    Sure, there are OP units. Tigran Manticore Riders (with Pounce???), for example. And no bonus for pikemen can make up for that.

    #270171

    ddnation22
    Member

    I do like both that idea about hero mobility abilities Joker, and I’d like to see those. They do a fine job of addressing some of the general problems I’m seeing here.

    Perhaps Advanced Log (The entire 3 tier Basic -> Advanced -> Log tree tbh) could be reworked and expanded upon a bit. It feels like there are some gaps there in the research, which never really give the player options to spend research time upgrading naval/embarked units. A player could invest some knowledge in some tech that reduces embarked penalty, or in some way buffs mobility of units at sea.

    The Pikemen/counter unit issue.. yea you pretty much nailed that one on the head. At this point, a decent chunk of T4s (And some T3s) are just SO much better than anything else going in the game. That’s why, of my suggestions, my personal favorite is one that allows the presence of Pikemen to “lend support” to adjacent stacks in combat via cover, or formations. Lower level units could find use in later game as fodder/cover units, with low gold costs/production + niche little auras that make them enticing.

    Doubles up as a good way to flavor-fully compensate for their lower mobility to fliers/cavalry, kind of like a real army. Pikemen divisions move slower and more defensively ofc, with a clear role in the army of protecting more important divisions.

    Also, Joker – If you feel like people aren’t addressing you on these forums – I’m with you, lols. I think everybody feels that way a bit – we seem to have more interesting topics/threads than members around to have full conversations about them, lol.

    #270175

    Henrysix
    Member

    In terms of nerfing flyers/floaters, in general I wouldn’t want to make them less mobile. For me, that’s what makes them unique and valuable.

    Instead, the -5hp/-1DEF seems pretty good. The +5-10% cost increase seems good, too. I guess it depends whether you want them to be just as common as they are currently (but less powerful) or whether they should be just as powerful individually (but less common).

    That said, I could see an argument for reducing the MP to 28 for some of the larger and/or non-avian flyers. Manticore Riders, Exalted, Drac Flyers, Succubi.

    I guess in the end you could do a variety of different nerfs depending on the unit. If you wanted to keep things as simple as possible, I might just go with a 10% blanket cost increase for all flyers/floaters.

    #270176

    Jolly Joker
    Member

    Isn’t it a fact that all Classes have access to flying/floating units and/or swimmers with the exception of the Dreadnought? And isn’t it a fact that for example AD’s high mobility is part of the class design? And Dreadnought’s low mobility as well?

    I mean, when the game stage moves from exploring to competitive expansion, isn’t mobility ( in combination with reconnaiscence) the most important thing anyway? Sure, sheer force is important as well, but mobility and vision is what makes you dominant strategically and allows offensive operations.

    So basically the only thing to check here is, in my opinion, whether SPECIFIC units may be too powerful (like the afore mentioned Tigran Manticore Rider) or too cheap (this would be something to decide more with a view on time of appearance, for example, for Hunters) and whether it’s okay to have Dread being as slow as they are or whether they should get access to a transport unit like Balloons or Airships or Zeppelins.

    You do realize that in earlier game incarnations melee units couldn’t even touch flyers except in counterstrike, right?

    #270179

    Taykor
    Member

    You do realize that in earlier game incarnations melee units couldn’t even touch flyers except in counterstrike, right?

    It was the first thing I thought of. Second – ‘nerfing everything strong and interesting into oblivion, as usual…’ As if flyers haven’t had enough of that.
    It’s good not to care anymore. =)

    #270180

    Jolly Joker
    Member

    Well, luckily enough this isn’t an official thing. 🙂

    As I said, I have no problem to nerf single offenders – Tigran Manticore doesn’t need pounce, for example, nor does Ellven one need Inflict Stun (which is probably an error anyway and should be Inflict Shocking) and you should at least think about the ramifications of Dwarven Manticores haveing Defensive Strike – but when you do that, you’ll see that there is a counter with Guard Breaker (and potentially Inflict Guardbreak).

    That’s why I said immediately, don’t touch the units – add options to increase walker mobility. I mean, being surprised by a stack of walkers is so much more satisfactory than parking flyers over mounatin ranges anyway… 🙂

    #273757

    gladis
    Member

    Is it possible that water hexes and any terrain hexes (except mountains) require 4 Movement Points? Streets 3. So the only difference between Flying and Floating would be the mobilty on mountains?
    At least delete the “Cave Crawling” for Floating Units as it is simply unlogical for me.
    A small deterioration of stats for flying/Floating Units would be an idea, too.
    Not so harsh for the beginning though. Maybe -1 Attack and -5 HP? I think Defence is a heavier blow..

    Buffing pikemen should be discussed in a thread like this:

    Making currently rarely used units more useful

    But I have the feeling as well that everyone just gives his opinion but in the end Nothing will happen 🙁

    #273790

    Rodmar18
    Member

    Pikemen get a bonus against any cavalry and flyers, plus initiative.
    All cavalry and some flyers get Charge.
    That means that pikemen can disable the charge ability of any cavalry and some flyers, if they don’t have initiative themselves.(Should work against Pounce as well?).
    All in all, pikement get a (small) bonus against said opponents, whereas they shouldn’t be approached at all.

    What if pikemen get a “Deadly Retaliation” ability that would buff them only when they retaliate in defense, except when they make use of their initiative ability. The damage bonus could reach the amount of a charge.

    For example, against a pike formation and depending of the stats, a “recommanded” tactic could be: charge with only one AP left so that you get only one retaliation strikes (normal initiative), disengage on the next turn (getting an opportunist, normal strike); whereas a non recommanded tactic would be: charge with three AP and get 3 retaliation strikes (normal initiative, 2 x deadly retaliation), then keep on attacking on melee (3 x deadly retaliation per turn).

    #279610

    raphaell666
    Member

    I agree that Flying units somewhat lack disadvantages currently.

    Just an idea I had while reading this topic, thought I would chime in, regarding the “Boosting their counters” option.

    Would it be possible/a good idea to add a property to Archer units that makes them also deal bonus damage against Flying Units? Ideally this would be a percentage damage increase (rather than a flat number), so that ranged units that only shoot once (e.g. Musketeers) are not left behind.

    I think it adds flavor to Archers. I thought Archers countering Flying units was more common, but I can only remember Fire Emblem right now (where they deal 3x more damage against Flying units iirc).

    #279669

    Hiliadan
    Member

    What if pikemen get a “Deadly Retaliation” ability that would buff them only when they retaliate in defense, except when they make use of their initiative ability. The damage bonus could reach the amount of a charge.

    For example, against a pike formation and depending of the stats, a “recommanded” tactic could be: charge with only one AP left so that you get only one retaliation strikes (normal initiative), disengage on the next turn (getting an opportunist, normal strike); whereas a non recommanded tactic would be: charge with three AP and get 3 retaliation strikes (normal initiative, 2 x deadly retaliation), then keep on attacking on melee (3 x deadly retaliation per turn).

    I don’t really get the need for such an ability? Nor the interest of forcing such tactics, especially since the AI can’t use them?

    Would it be possible/a good idea to add a property to Archer units that makes them also deal bonus damage against Flying Units?

    Yes that’s technically possible (though not a % I think?) but how do you justify that lore-wise? Also having 2 types of units countering Flying units might be a bit too much?

    #279688

    raphaell666
    Member

    Yes that’s technically possible (though not a % I think?) but how do you justify that lore-wise?

    In terms of AoW3 lore, I honestly have no idea. What is the reason Pikemen have bonus against Flying units?

    In terms of gameplay logic, I guess you could say that it would be easier to hit flying units by throwing objects at them, or using long weapons (pikes/lances), compared to e.g. short one handed weapons?

    In addition I think flying units are generally unarmored or lightly armored (too much added weight for flying), so arrows would be hitting an effectively unprotected target?

    Also having 2 types of units countering Flying units might be a bit too much?

    This bonus could be adjusted. I believe it could be a small bonus for Archers vs Flying, which could be reduced if it is too much. The bonus from Pikemen vs Flying could also be adjusted, right?

    Adding more counters to Flying and balancing them out makes sense to me, if we are looking into adding drawbacks to Flying units.

    #291331

    El_Lobo1986
    Member

    I would vote for lesser flying for manticores but wouldn’t change other movement stuff. As already stated with advanced logistics walking units can move much more then flying ones.

    I like the idea of introducing new hero skills boosting walking stacks. Mountaineering, cave crawling and stuff like this.

    A thing which needs to be balanced are the items some heros already have when you recruit them. There is a hero starting with a gold wyver and another starting with a mythical weapon. This is so OP in the early game and has nothing to do with skill. You’re lucky or you’re not, I don’t like that.

    • This reply was modified 3 months, 1 week ago by  El_Lobo1986.
    #291537

    Rodmar18
    Member

    Rodmar18 wrote:

    What if pikemen get a “Deadly Retaliation” ability that would buff them only when they retaliate in defense, except when they make use of their initiative ability. The damage bonus could reach the amount of a charge.

    For example, against a pike formation and depending of the stats, a “recommanded” tactic could be: charge with only one AP left so that you get only one retaliation strikes (normal initiative), disengage on the next turn (getting an opportunist, normal strike)

    I don’t really get the need for such an ability? Nor the interest of forcing such tactics, especially since the AI can’t use them?

    Charge once and disengage when momentum is spent, gain momentum again and return to charge again, and so on, was common cavalry tactics, if I remember well. Game-wise, this should be less costly a tactics than just charge once and then keep fighting at melee range (theoretically loosing any pike range and momentum advantage)

    By the way (and out of topic), shouldn’t pikemen have a bonus against Giants? (As compared to swordsmen)

    #293067

    Hiliadan
    Member

    Ok so here we are for proposals with at least 2 people supporting them (please let me know if I forgot some):

    FN1. Flying units get -1 def and/or -5 HP.
    For: Fluksen, Zaskow, Henrysix, gladis (-1 attack, -5 HP), Hiliadan (-5 HP)

    FN2. Floating units do not have Cave Crawling any more (need 4 MP to move on Subterranean climate).
    For: gladis, Hiliadan

    FB1. Pike Square does more damage vs Flying units (and maybe vs Floating units?).
    For: Fluksen, ddnation22, Hiliadan

    FB2. Pillar of the Stylite and Solar Spire give additional bonus vs Flying units.
    For: Fluksen, Hiliadan

    FB3. Units with Throw Net get an additional ability to stick Flying and Floating units to the ground (like Double Gravity).
    For: Fluksen, Hiliadan

    FB4. Add some specific counter to Floating (what?).
    For: Fluksen, Hiliadan

    FA1. Swimming and Embarked now uses 4 MP/hex on the strategic map. Sea Creatures get Natural Swimming and still uses 3 MP/hex. Flying and Floating units get a “Flying over water” penalty of -1 defense, -1 resistance when flying over water.
    For: Fluksen, Hiliadan

    #293068

    ddnation22
    Member

    Pretty good changes overall, I’d say.

    Been super busy myself lately, and when I have had any time for AOW3, I’ve mostly been working on my own balance patch for SP. I basically am reworking every single unit in the game, to give them at least a nice niche. I found that a lot of my changes/philosophy have really boosted the idea of “counter units”, and the game has more of a rock-paper-scissors feel.

    The basic philosophy is that T1/T2 units have their base stats raised a little, and are given specific combat abilities on levelup. T3/T4 units are a little worse in combat, but they are given more powerful abilities on levelup, along with some support abilities (Throw Curse, Cure Disease, Ironheart, Break Control, etc.)

    Higher tiers have more “flavor”, more versatility, and more mobility – but the lower level units are better fighters, with clear combat roles. They have abilities like Guard Breaker on the offense for example. And on the defense, Strong Will and other abilities – SW on medals for example to give immunity to MC effects. The T2 and T3 supports provide a lot more abilities as well.

    Supports/Archers > Infantry > Pikes > Fliers/Cav > Supports/Archers/etc. , is the general design philosophy.

    It’s working out well so far! You’re encouraged to build diverse and interesting stacks, and there are ALOT more options to find a unit you need if you, for instance, said, “I really need a guy with Break Control / Cure Disease / Cause Weakness, etc.)

    My overall point being, related to this topic, that I feel like balancing should be overhauled from a top-down level. Just my opinion, of course, but I enjoy the game ALOT more now that literally EVERY unit, from T1 – T4, has at least SOMETHING going on. And if you do it right, you can bring down the powerlevel of the T3/T4 fliers while giving them a distinct combat role.

    EDIT: Oh yea, and Hiliadan – I tried to add you on steam, but my steam acct is not my forum name here. So you declined it, lol. Big goof on my part, sorry 😛

    • This reply was modified 1 month, 2 weeks ago by  ddnation22.
    • This reply was modified 1 month, 2 weeks ago by  ddnation22.
    • This reply was modified 1 month, 2 weeks ago by  ddnation22.
    #293080

    phirpo
    Member

    FA1
    swimming units: 4mp;
    naturally swimming units: 3mp
    embarked units: 3mp, because they already have reduced mp

    Not sure if I like the “flying over water” penalty. If it is supposed to reduce their strength against independent units, compared to embarked, then I like it. Problem with this is that it cannot be lifted with “mariner”. Same problem if it is supposed to reduce their strength against embarked units: if the embarked units get “mariner”, then they have a disadvantage.

    Equally, I feel a little disinclined to give floating units this penalty.

    FN2:
    I think FLYING units should pay 4mp per hex in the UG.
    Not sure about floating units… If I had to vote now, I’d say it’s an improvement.

    I think the problem with flying units is alone, that they are too fast. Although it is realistic to make them weaker, i dont think that’s a good idea. I think it should be easier to produce spearmen (which is very realistic). I think it’s a big advantage that tigrans can build it with barracks. almost unfair. I think, for a start, flying units should pay more mp for crossing mountains. That will help a lot. surprise attacks will be harder and they cannot flee from ground units there all the time.

    But it would be a bit strange if flying units paid 4mp per hex on water. To nerv the immense advantage that flying units have on water maps, especially to conquer and besiege cities, I think the best solution is the make spearmen easier available and easier to produce…

    #293081

    phirpo
    Member

    oh I forgot to add:

    how about if flying units get “cannot heal” while being on water – if that’s posssible. that would be a big incentive to seek land again. and effectively make them use more mp from A to B….

    #293082

    marcuspers1
    Member

    My opinions:
    FN1 – don’t think this is the best way to reduce the importance/benefit of a Flying unit. Did anyone think of the impact this have in manual combat vs indipendent? A dragon with -5hp and defense etc.?

    FN2 – For, but what is the impact of a floating dwarf or goblin?

    FB1 – Might be for, but need to specify how much more

    FB2 – Might be for, but rather increase the base damage/bonus of the MCU

    FB3 – Nice idea, could be interesting to try. Also include Hurl net?

    FB4 – Might be for, but need to know some specifics. Can’t think of something really interesting at this moment.

    FA1 – For, but not increase mp for embarked units, they have between 21-30mp so should not be a problem for balance.

    Another suggestion to slow down flying units is to increase the base cost for travelling over mountains to 6-8mp

    • This reply was modified 1 month, 2 weeks ago by  marcuspers1.
    #293084

    phirpo
    Member

    I will elaborate a bit more on my above posting:

    I think ALL pikemen (apart from Phalanx of course) should be available with barracks, even a tierI version of the goblin butcher. The goblin butcher could be made into a tier2 then with the guardhouse that comes with the war hall (if possible). Other boni to pikemen that come with the guardhouse are imaginable…

    This change would make sense, since it foundamentally reduces the cost for defense (you dont have to build war halls!). The cost and the easiness of producing pikemen should be equal to producing archers+infantry+walls (which is the basic counter to ground units)…

    #293093

    gladis
    Member

    Ok so here we are for proposals with at least 2 people supporting them (please let me know if I forgot some):

    FB1. Pike Square does more damage vs Flying units (and maybe vs Floating units?).

    Maybe +1 Damage. But the “Inflict Immobilization” ability for all Pikemen against Flyers would be an option, too.
    This would be very dangerous when Flyers cat Escape. Pike Square could give +1 Resistance, too.

    FB2. Pillar of the Stylite and Solar Spire give additional bonus vs Flying units.

    Too situational. I think Pikemen should be buffed without MCUs.

    FB3. Units with Throw Net get an additional ability to stick Flying and Floating units to the ground (like Double Gravity).

    Please explain? Maybe a 3 hexes Range attack?

    FB4. Add some specific counter to Floating (what?).

    Maybe just the +3 Defence Bonus from Pike Square.

    FA1. Swimming and Embarked now uses 4 MP/hex on the strategic map. Sea Creatures get Natural Swimming and still uses 3 MP/hex. Flying and Floating units get a “Flying over water” penalty of -1 defense, -1 resistance when flying over water.

    Embarked Units are now really behind vs Flyers and Floaters. Thex should be excluded or get 28 MP instead of 21. On the other Hand, Floaters could Need 4 MP on water. Sea Creatuers should be able to avois retaliations when diving in Combat (just like Flyers can fly past Units, only suffering the 1st opportunity of Retaliation). To buff Sea creatuers, Cave Entrances should be generated on water.

    I will elaborate a bit more on my above posting:

    I think ALL pikemen (apart from Phalanx of course) should be available with barracks, even a tierI version of the goblin butcher. The goblin butcher could be made into a tier2 then with the guardhouse that comes with the war hall (if possible). Other boni to pikemen that come with the guardhouse are imaginable…

    This change would make sense, since it foundamentally reduces the cost for defense (you dont have to build war halls!). The cost and the easiness of producing pikemen should be equal to producing archers+infantry+walls (which is the basic counter to ground units)…

    For, but “switching” the T1 Skewer with Butcher might not be possible. But it wouldn´t be a huge Problem of just giving Goblins an additional unit in this case.

    FN2 – For, but what is the impact of a floating dwarf or goblin?

    Good Question, Cave Crawling Units should stick at 3 MP/hex.

    Another suggestion to slow down flying units is to increase the base cost for travelling over mountains to 6-8mp

    Yes, Flyers should need 6 MP per Mountain hex, Floating Units 7 then. You could think of some Hero Party skills which provide Free Movement for the stack, too. Making Mountaineering easier available.

    /gladis

    • This reply was modified 1 month, 2 weeks ago by  gladis.
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    #293102

    Henrysix
    Member

    To be honest, I’m not completely convinced flyers are generally OP. A lot depends on the map. Different maps will favor different play styles, so it seems to me you could just play on a map with minimal water and/or mountains if you want a “low ambush” map.

    FN1 – Yes. I usually prefer small tweaks in power/cost rather than overhauling flying globally.

    FN2 – Agree. Never understood why floaters were faster underground than aboveground.

    FB1 – Disagree. I think Pike Square is fine as is. A T1 pike is already a challenge for a T3 flyer in combat. And it has 1/3 the build price, 1/4 the upkeep, and much less time/gold invested in infrastructure.

    FB2 – Maybe, depends on the bonus.

    FB3 – I like it, sounds fun. Any idea how well the AI would use this?

    FB4 – Maybe, depends on what it is.

    FA1 – Agree that Swimming should be 4 MP on water, maybe even 5-6 MP. Agree that Natural Swimmers should stay at 3 MP. But I think Embarked units should remain at 3 MP, too. It makes sense that there is a penalty when embarking/disembarking, but once on the water, it makes sense for ships to travel faster than land units.

    Disagree with the water penalty for flyers/floaters.

    • This reply was modified 1 month, 2 weeks ago by  Henrysix.
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