Army customization options
Posted: 24 Jun 2014, 11:50
Hello! Im not a long term player but have enough time in game to know that imo the game lacks of choicing options and army customizations(xcept for the heros) to make players different from others. Also I noticed that bigger stick win is also a problem because long term suzerains can completely destroy a new suzerain with no loses at all.
Because that I propose these choices to substitute the actual science army researchs that actually are a simple low leveling development with no choices at all for these one that imo helps with the bigger stick problem and no different player customization options.
Feel free to change parameters or other balancing issues at will.
Carriers:
Battle training : Your carriers get 1 damage in battle.
Human shields : Your carriers will receive all damage till they die before the rest of your army.
A nice choice imo, do you prefer your carriers doing damage in battle or acting as a shield for your real troops?
Warriors
Poisoned weapons: 20% of enemy troops cannot be resurected by enemy healers
Devotion to the leader: Your warriors do not cost any salary.
Best of the choices imo, this really helps with the bigger stick problem making big suzerains to know that battle with you will have a cost. Or do you prefer to make an overwhelming warriors army with no gold maintenance?
Cavalry
Logistic cavalry: Your cavalry helps the non mounted army to travel reducing 50% travel times.
War Horses: Your cavalry gets +50% Health and damage
What do you prefer, faster or better attacks? They both are important, make your choice!
Flying Cavalry
Logistic Flying cavalry: your flying cavalry helps the non mounted army to travel reducing 50% travel times.
Obsidian armor: Your flying cavalry is always at max defense.
Same choice with cavalry, you also can make a mix...
Archers
Heartshoot: Your archers always do max damage and get +20% damage
Tactical Positioning : Your archers will be the last ones receiving damage in battle. They will receive damage only when the rest of the army dies.
I really dont know what I will choose here...
Healers
Elf Medicine(ancient elfs medicine for elfs) : +1 resurected troops
Afterlife : 50% of your died healers will act in the resurection round as ghosts if the battle is lost.
Here you can close the gap with elfs racial that many people whines about (note 4-5 is closer that 3-4) OR get a resurector effect when you are not in a city!
Mercs
Demonic Instincts(madness for demons): +50% merc damage
Cloak of shadows: Your mercs doesnt get any damage in the 1st round of the battle.
Maybe cloak of shadows a bit OP, feel free to balance with demonic instincts 50% parameter...
Mages
Archmage: Your mages get +200% damage in battle
Earthquakers: Your mages double the chances of building destruction.
I propose this just as some options to make the game more diverse and strategic, these are only some ideas to make you actually have to make a choice instead of mindless leveling your troops that are actually leveled in your fist weeks of game.
The Lannisters send regards!!
Because that I propose these choices to substitute the actual science army researchs that actually are a simple low leveling development with no choices at all for these one that imo helps with the bigger stick problem and no different player customization options.
Feel free to change parameters or other balancing issues at will.
Carriers:
Battle training : Your carriers get 1 damage in battle.
Human shields : Your carriers will receive all damage till they die before the rest of your army.
A nice choice imo, do you prefer your carriers doing damage in battle or acting as a shield for your real troops?
Warriors
Poisoned weapons: 20% of enemy troops cannot be resurected by enemy healers
Devotion to the leader: Your warriors do not cost any salary.
Best of the choices imo, this really helps with the bigger stick problem making big suzerains to know that battle with you will have a cost. Or do you prefer to make an overwhelming warriors army with no gold maintenance?
Cavalry
Logistic cavalry: Your cavalry helps the non mounted army to travel reducing 50% travel times.
War Horses: Your cavalry gets +50% Health and damage
What do you prefer, faster or better attacks? They both are important, make your choice!
Flying Cavalry
Logistic Flying cavalry: your flying cavalry helps the non mounted army to travel reducing 50% travel times.
Obsidian armor: Your flying cavalry is always at max defense.
Same choice with cavalry, you also can make a mix...
Archers
Heartshoot: Your archers always do max damage and get +20% damage
Tactical Positioning : Your archers will be the last ones receiving damage in battle. They will receive damage only when the rest of the army dies.
I really dont know what I will choose here...
Healers
Elf Medicine(ancient elfs medicine for elfs) : +1 resurected troops
Afterlife : 50% of your died healers will act in the resurection round as ghosts if the battle is lost.
Here you can close the gap with elfs racial that many people whines about (note 4-5 is closer that 3-4) OR get a resurector effect when you are not in a city!
Mercs
Demonic Instincts(madness for demons): +50% merc damage
Cloak of shadows: Your mercs doesnt get any damage in the 1st round of the battle.
Maybe cloak of shadows a bit OP, feel free to balance with demonic instincts 50% parameter...
Mages
Archmage: Your mages get +200% damage in battle
Earthquakers: Your mages double the chances of building destruction.
I propose this just as some options to make the game more diverse and strategic, these are only some ideas to make you actually have to make a choice instead of mindless leveling your troops that are actually leveled in your fist weeks of game.
The Lannisters send regards!!