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Pillaging Mykara's fungalised ruins always requires 4 turns, whatever the forces of your army

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6 years ago
Jan 28, 2019, 4:41:56 PM

- If you pillage a Mykara's fungalised ruins (for exemple) with one level one unit, it requires 4 turns to be accomplished.

- If you do it with a 6 army of level 3 units, it requires the same amount of time.


The damages done to fortification is the same : 20 per turn.


It looks a bug. It should not be that hard to remove their shit on the map if you have produced and if you use enough forces.

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6 years ago
Jan 29, 2019, 2:10:44 AM

I'm kinda assumed its actually intended behavior, and honestly, if I wanted to make their blooms sturdy, I would have designed it the same way (logic be damned :p). At least in their current weak state I wouldnt change it. Maybe if they get buffed in other areas Armies could be upgraded with some weed trimmers ;).

Updated 6 years ago.
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6 years ago
Jan 29, 2019, 3:43:10 AM

I assumed it to be intended too they take a fixed number of turns to build so it kind of makes sense they shoud take a fixed number of turns to destroy. However, I agree that it doens't feel right. The blooms have health so fortification damage makes sense to be used.

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6 years ago
Jan 29, 2019, 10:53:22 AM

If it's intented, I really dissapprove the idea.



My arguments :

- Not logical. Any improvements are pillageable according to the power of your army (units number + units level + potential pillage accessory booster).


- Make the fungalised villages nearly impossible to kill, because 8 TURNS are requiresd to kill it. 8 turns in quick speed is huge.

- Their fungal improvement regain life fast (another strongness for them).


- Mykara already have the power of the Teleport for them. They can defend several distant regions in the map, with one army only. Combining their very resiliant fungal improvement + teleport make them too resiliant, really.


- Consider this strong argument : During Eclypses, Mykara can rush a teleporter on a ruins. And it's IMPOSSIBLE actually to destroy it fast. You have to wait 4 turns, hope he will not destroy your pillager unit. That's a problem.



Counter-Argument :


- To defend this system of fixed damages, I see that logic : it allows rival players of the Mykara to attack the Mykara improvements in the early game. With just one unit, you can destroy a ressource extractor in two turns. Which is an interestesting idea because it's fun to have early pillage wars.

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6 years ago
Jan 29, 2019, 3:44:45 PM

Small observation, It also allows a window for the mykara to come to aid their blooms, using their force projection options, being a one city faction they kind of depend on this to stay strong. If a large army destroys blooms in a single turn you really can't counter the counter :P

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6 years ago
Jan 29, 2019, 4:38:10 PM

Also keep in mind: For blooms in your own (or conquered/settled) territory, there is a city construction option that removes all blooms at once, and is likely faster to construct than "manual" removal.

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6 years ago
Jan 29, 2019, 5:09:31 PM

I see what you mean CaptainNexus. You mean that it would be bad for them if their ruins could be instant destroyed by a big army force. Now it requires 4 turns, whatever units do it.

Ok but Mykara have already, compared to Cultist, powerfull defensive ability to protect their ruins, and their whole decentralised land :

- They can see ennemy units coming thanks to their fungal blooms (especially towers) or units. It's the job of any faction to scout. 

- They can teleport to stop it. And the ennemy will have NO IDEA what forces you can instant teleport (he can't anticipate what forces you ll have).

- So basiquely, it means that to clean a fungalised region, the ennemy has to bring one unit per each fungal bloom, then a strong army near the teleporter ruins. It's a big investisemment. And even he can destroy your shit, you may all rebuild several turns later (or ine one turn if it's the Eclypse).


If you compare their intense defensive and projection ability to Cultist :

- Cultist have no ability to scout units, excecpt the small area of vision of their villages, and their units scouts.
- Cultist can't teleport any units. If at a moment you don't have the needed units to protect your region, it can be killed in no time (1 turn). A think impossible with Mykara.


@LeaderEnemyBoss

This action is very expansive. Before seing it in game, I thought it was a non-industry based action, like somehting which takes 3 turns and kill all fungal structures. But in fact it's industry intensive. So intensive that it's really more simple to just bring one unit for each fungal bloom, and let them pillage slowly. It's much more cheap like that...

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