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Impressions, suggestions, from a new player

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8 years ago
Oct 31, 2016, 11:04:16 PM

First of all, thanks for making and supporting this excellent game. I always love to see a game with asymmetric balance and unique factions. It has many great facets, and a few ways in which I think it could improve, which I will list here to be brief.


New ideas I'd like to see:


1. Non-cavalry units that have moved should for 1 turn have a cap to maximum morale. This very simple change makes cavalry good for mobile assaults, and simulates defensive positions somewhat.


2. On the map, an army should have an "ambush" button that works a bit like pillage and causes them to attack enemies that move past them with an advantage, and no reinforcements. Enemies that attack them directly incur no change from normal combat.


Changes I'd like to see:


3. The flavor and in some cases balance of the game would be improved if factions were more limited to their own faction's heroes. Being able to just hire any faction hero that you need at all times takes away from the unique strength and feeling of a particular faction.


4. Factions in custom settings have different amounts of free points. Broken lords are at 55/80, roving clans are at 80/80 and vaulters are at 105/80. BL are considered one of the strongest factions, RC and vaulters, while not horrible, are not considered better than BL. But if you play custom, because BL were "good" at 55 points, it means now you can make them even more powerful, and Vaulters and RC must remove things to add others. Please adjust the base points of the affinity traits (the ones you can't remove) so that every faction ends up being at 80/80.


5. Every faction except Forgotten have a powerful strength that puts them ahead. Stealing technology only allows you to catch up from being behind, but never get ahead. The more ahead the enemy is, the more science stealing technology should give Forgotten. A stockpile solution would be good, so you are not limited in choices to what your enemy has, which may be useless to you. This way it's not a better choice to become a technobanker as Forgotten, good players will want to use spies instead, and can even get ahead in science to a limited degree using spies alone.


(As a note, yes, I know that you can build Forgotten as merchants and bankers, and buy your way through science, but a. Devoting your economy to convert dust to science in order to make up for your traits being poor is not a good limitation and b. It does not fit with the concept of an espionage focused faction at all. Currently, technobanker is the better way to play Forgotten, because spying tech falls short for many reasons.)


Thanks again guys! Hope to see this series supported for some time yet. I've just got all the rest of the expansions, and I can predict enjoying them for quite some time.

Updated 8 years ago.
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8 years ago
Nov 1, 2016, 1:11:54 AM

Yeah +1 mostly for the fourth point. Since the default factions are supposed to be all balanced with regards to each other, it feels weird that some start as low as 55/80 and others as high as 105/80. Means that Ardent Mages for instance will likely be a better candidate to create a science-based faction than Mezari.

Although I guess custom factions aren't a main concern for the devs because those will never be truly balanced. From what I've understood, most people disble them in MP for this reason.

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