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Reflexion & Suggestion to change the Mykara's Fungal fixed fortification system

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6 years ago
Jan 29, 2019, 11:38:40 AM

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The problem :

- 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.

- For exemple, pillaging a Fungalised village requires 8 turns in quick speed, whatever the number of units you will use.


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

The reason of that, it's the game has fixed a number of turn needed to pillage Mykaras's Fungal Bloom improvements.





I don't know if it's a bug or if it's intented. But I think it's not a very good system :


- First, it's not logical. The speed of pillage is related to the number and the level of the units you use. So why not about Mykara ?


- 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.


- Mykara already have faster fortification regain (faction trait).


- 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.





So,


- Suggestion 1 : When you pillage improvement, you won ressources and dust. Why when you pillage a Mykara villlage, you would not won it too ? It would incitate the players to pillage them, not let them going everwhere safely.


- Suggestion 2 : Make that the damages done to the fortificaiton are the same that will any improvements (mainly number of units + level of units + accesorry of pillage booster on hero if yu have).

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