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Urkans Unbalance the Game

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6 years ago
Mar 17, 2019, 6:27:45 AM

The Urkans as currently implemented unbalance the game. As wandering monsters they are tolerable, but the power they afford someone who tames one completely imbalances the game. As it currently stands, the whole game is now about "getting the Urkans." This is not right or satisfying. It is not a game I want to play. In a recent game one AI player got three Urkans and steam-rollered the map in the late-mid game. I would like to see the Urkans re-implemented as random monsters only or severley nerfed when acquired by a faction. I would also like to see an option in the game set-up to play without any Urkans. I'd rather play without them, as would my usual opponents/friends. At this point, we will not be using the Symbiosis DLC for our multi-player games. This is a shame because some of the other stuff is neat and we paid good money for it.

Updated 6 years ago.
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6 years ago
Mar 17, 2019, 3:33:40 PM
aieuxi1 wrote:

I am pretty sure there already is an option to turn off Urkans in the game settings. 

If so, that is great. I somehow missed it. My bad. They are kinda cool, but need to be nerfed to be "enjoyable".


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6 years ago
Mar 18, 2019, 7:17:09 AM

I full agree. Urkans are way too much overpowered.


Urkans already give these military power :

- One powerfull unit and very resiliant (hith defense, high life points) you can use to attack or defend.
- One unit you can instantly move to any region in the world. To protect one of your city, to flee an ennemy.
- One unit who periodiquely spawn units to increase his strenght (Lices).

- One unit you can buff radically with a small ressource investement (you can have +50 % lifepoint with 15 wines or dies I guess !).
- One unit who have regionnal army buffer (with tech you can buy for 15 simple ressources).


-And Urkans give these economic powers :

- Instantly ressources extraction, without needing any tech extractor, or tech building !
- Regionnal influence. Like +20 % dust, or +50 % with Chaka. Combined with the ressource extractor, it's a HUGE economic bonus. The Tall strat have never been so rewarding than today !

Let's compare Urkans with Guardians to show how strong they are :

- Urkans cost you 40 ressources you can have freely with legendary deed or luck with opening ruins. So they can be nearly FREE to have.

VS

- Guardians need to be at era 4 at least, because real strong guardians begin at this era (Gios and Fotios). Skoris in era III is not good enough. So era 4 is late game !
Guardians need a huge industry cost (1000 industry !!!) and a huge ressource cost (30 adamantium + all the ressources needed to give him a good equipement, so mithrite, palladium, titanes etc.)
Guardians are slow in the map. Gios for exemple move of 4 hex per turn. Very slow then. Urkans are SUPER FAST with teleport in regions. And even in army mod they ARE PRETTY FAST


Conclusion :

For me the worst about Urkans, it's they stoled the role of the Guardians.


When a Guardian was builded it was a major event. A good Gios could change the situation. He was very slow, 4 move per turns. But a game changer.


Now we have free Guardians (Urkans) you can have with no investtement in tech or prod, you can teleport instantly in defense or in attack etc.

Urkans are now the Guardians 2.0. It's so much a mess !!! :frowning:

Solutions :


- Make that Guardians can't level up. They stay at level 1, that's all. They are already enough strong with Lices + equipement scaling with eras + Urkans tech (you can have +50 % to your Urkan lifepoint for exemple !).

- Even better : dont make it as an imposed feature, but as optionnal feature (like a game option you can click or not, for players who want it or not).

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6 years ago
Mar 19, 2019, 2:22:11 AM
Jojo_Fr wrote:

I full agree. Urkans are way too much overpowered.

- Even better : dont make it as an imposed feature, but as optionnal feature (like a game option you can click or not, for players who want it or not).

Are you talking about urkans? There is an option on settings to disable them.. I love the game but Urkans are too OP and buggy, I just played few games with them... I hope for some balance changes

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6 years ago
Mar 19, 2019, 5:59:54 AM

what we need to think is that how we can stop the exploit for the hoarding and fast captures then maybe?

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6 years ago
Mar 20, 2019, 4:34:23 PM

I do agree that they are horrifically unbalanced. They're massive uber units that are basically a free grab for the first person to find them, as the resources they need to tame are very easy to come by just by poking at some random ruins.


And I agree that they make Guardians basically pointless. Why spend a massive ton of resources on some crappy slow unit when you can get a teleporting uber monster for practically nothing?


They need some sort of balance, like possibly a chance to go wild on you. So they have a % chance per turn of turning neutral again, with a small chance of them turning outright hostile against any faction that had owned them. There would be some late game techs to lower that chance, but there should always be a risk to them. That way even if someone grabs them, that doesn't just give them an "I Win" button, it gives them an unstable weapon that could turn against them at any point.

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6 years ago
Mar 24, 2019, 10:02:15 AM

balance is  an illusion in the end my hero startes to attack circularly repetedly thousands of damage :D btw i always play 600 rounds :P

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6 years ago
Mar 28, 2019, 11:57:08 PM

just running my first mp/ai mix game with Urkans on the map. so far i was playing cultist and got my hands on one of them. nice addition to have some bonus ressources but dosnt felt op to me yet. what i know is that those little spawns they send around are anoying if you have the event up that strengthen the neutral factions. well, one of the AI got 2 of the Urkans but that didnt help to gain a victory of the other player/ai factions. still on testing out those Urkans i guess.

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