First of all im not just spamming out "Design" threads just for the sake of it, i want to save some time when it comes to testing, so i can make changes to terrains, tile imps, buildings, wonder, units and whatever else, then test altogether.
So anyway, first of all i think 2 things need to be changed,
1) Faster Range/Flanker/Attack units need to be made weaker over their contemporary slower Defensive/Range units.
Example: 6 Knights 6 M. Archers, i can attack you pretty much anywhere and with relative force, so what if youve got 2 stacks of Pikeman and Catapults, theyre on the other side of your civ.
You may retake your cities, but what damage have i done, and i can move out of those cities and dance around your slow units, taking cities anywhere.
I dont think ive EVER built or seen any player better than me build a Catapult... ok maybe once or twice, this is not just due to the cost of Cats but theyre so slow. Unless youre fighting on entirely swamps or jungles (where Knights move 1 too) theres no point.
2) Flankers need their Ranged ability lowering alot, you know which ones im talking about, Cavalry and Tanks, they totally dominate the game.
Generally, units that cant defend fast and attack fast are useless, as the units currently stand, i mean so what if a Catapult can bombard, its 20 moves away from the action. Even if you do build up 4 stacks of Cannons Infantryman, they see you coming, even 5 turns gives them ample time to defend, waiting to ambush you with bombarding stacks.
Obviously fast units need to be weaker, perhaps even cost more to support. Id like to see slower, stronger units become the mainstay of attack and defence.
Anyway i had some other ideas but theyve gone now, hopefully they will return....
So anyway, first of all i think 2 things need to be changed,
1) Faster Range/Flanker/Attack units need to be made weaker over their contemporary slower Defensive/Range units.
Example: 6 Knights 6 M. Archers, i can attack you pretty much anywhere and with relative force, so what if youve got 2 stacks of Pikeman and Catapults, theyre on the other side of your civ.
You may retake your cities, but what damage have i done, and i can move out of those cities and dance around your slow units, taking cities anywhere.
I dont think ive EVER built or seen any player better than me build a Catapult... ok maybe once or twice, this is not just due to the cost of Cats but theyre so slow. Unless youre fighting on entirely swamps or jungles (where Knights move 1 too) theres no point.
2) Flankers need their Ranged ability lowering alot, you know which ones im talking about, Cavalry and Tanks, they totally dominate the game.
Generally, units that cant defend fast and attack fast are useless, as the units currently stand, i mean so what if a Catapult can bombard, its 20 moves away from the action. Even if you do build up 4 stacks of Cannons Infantryman, they see you coming, even 5 turns gives them ample time to defend, waiting to ambush you with bombarding stacks.
Obviously fast units need to be weaker, perhaps even cost more to support. Id like to see slower, stronger units become the mainstay of attack and defence.
Anyway i had some other ideas but theyve gone now, hopefully they will return....
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