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Brainstorming ideas to differentiate underused units

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10 years ago
Jan 6, 2015, 9:59:52 PM
Hi! Just noticing that there were some units that lack any kind of identity, that are underused, and thought we could come up with some ideas to improve them.



Broken Lords

Ryders: Currently, despite there being little tech cost (no food techs, quest requirement for 12 tier 1 techs), Ryders are underused. They're cavalry, but slow cavalry and fast infantry (stalwarts) leave them without an identity, and BL military benefits heavily from resiliency due to excellent healing, so they're underused.

Solution: Eliminate the movement cost for Ryders moving through hexes containing friendly units.

Rationale: They contribute to the chess vibe (jumping over your pawns), remain slow, and make valuable second-wave reserve forces.

(And while you're at it, just make their soul leech work the same as the Stalwarts.)



Ardent Mages

Teslem Warlocks: Dramatically overshadowed by Zealots when they become available. Too fragile to benefit from Ardent Fire trait. Don't really feel magical, feel more like fast zombies.

Solution: Give them the ability to teleport-- represented by the flying trait.

Rationale: This way they remain vital throughout the game as support-killers, and they actually feel a little like a warlock!



Enequa Wing: High industry cost, undifferentiated battlefield role: are they tanks? Are they hunter-killers? Ardent Mage technologies are at a premium due to all the pillar and incantation tech, and there isn't room for Enequa Wing when there are Minor Faction tanks available.

Solution: Once this tech is researched, all of your ardent mage units turn into eggs upon death (that will hatch into naked Enequa Wing).

Rationale: Gives utility to existing units, makes all of your units feel very magical-- it has an ascension vibe to it.

(Don't forget to fix the horrible bugs that plague the egg system.)



Minor Factions

Rumbler: Serves only as a stopgap tank. Low initiative makes AoE almost meaningless. Doesn't feel like the gigantic monster it's supposed to be.

Solution: Take away its ability to counterattack.

Rationale: It seems to ignore any damage headed its way and can still contribute to any fight, and feels distinct from other units.



Not yet complete smiley: smile
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10 years ago
Jan 7, 2015, 9:26:46 PM
I agree with this concern. I would like to see a better three or four sided - rock, paper, scissors setup for the units. Ex, Cav beats Missile, Missile beats INf, Inf beats Support, Support beats Cav. I am not sure what the best stats to apply a mod to- increase Att, decrease the Def. this would means all faction needs to have 4 native units.
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10 years ago
Jan 8, 2015, 3:26:01 AM
Or simply make it even more important to use minor factions to fill the gap in your lineup. Also don't forget Flying, where would they fit in this square? If this square becomes a pentagon, perhaps each unit type should have two weaknesses and two strengths instead of one of each. That could lead to some strangeness, certainly, but its worth considering!
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10 years ago
Jan 8, 2015, 11:45:33 AM
I agree that the ryders seem a bit pointless right now and except for their low-cost, they aren't very interessting. But instead of making some movements not count (which could end up being a bit unfair, if your army is a bloc, your ryders could very (too) easily go back and forth), why not simply add 1 to their speed (make it 4). They're cavalery after all, it wouldn't be strange that they can go faster.
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10 years ago
Jan 8, 2015, 8:33:51 PM
There seem to be quite a few faction units in this game that don't pull their weight unfortunately. Ryders definitely need a decent buff but I don't know if that's the best way to go about it. Warlock teleportation may be neat and unique but also kind of strong for an infantry unit to move like a flying one.



natev wrote:
Solution: Once this tech is researched, all of your ardent mage units turn into eggs upon death (that will hatch into naked Enequa Wing).
This sounds pretty scary.
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10 years ago
Jan 9, 2015, 12:46:08 AM
You could actually give the warlocks a teleport, but it would take up their turn. That would be insanely OP for archer units, especially with the AI as it is right now. But for melee units, especially if it used up their counterattack for that turn, would probably be a nice addition that wasn't too powerful. Especially since they are already so vulnerable.
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