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Discussion : Thoughts on Huns, questions and suggestions.

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4 years ago
Oct 27, 2020, 4:00:26 PM

Edit : my Statement 2.0 about Huns

The tooltips are in work in progress, but they definitly need some warnings about their inability to build cities and attach outposts.

Their nomadic passive ( : not being able to build city and attach outposts) is almost a whole affinity. IMO, they really need a Nomad emblem under their Militarist emblem on the cultures screen. (If this passive is tied to the culture, and not the Ordu)

Their nomadic passive could be not only being negative, but having a reduced cost of time on Ordu/Outpost deplacement in the territory.

And I really don't like the fact than our nomal outposts (the ones builded by Nubians in openDev) are automatically considered as Ordu. I mean, it's not happening with emblematic harbours. It's inconsistant for me.


The EQ could be more unique if the Horde can only be produced in Ordu ? (instead of both Ordu and City)


Finally, I'm worried about their trenscendence viability.

But it's a really a great design from Amplitude.                                      

                                                                                                                                     

                        


> Feedback about Huns


- I really loved the Huns in the demo, really unique vibes, like we can expect from an Amplitude game.

- Their Emblematic Unit is a lot of fun. But I'm a little scared than they will be too easy to feed and grow with the IPs armies and animals.

And maybe feeling redundant  : because missing the diversity of army composition gameplay.



> Inconsistancy about Huns

- We can't build a city or attach an outpost with Huns. It's an interesting feature which balance their strong unit and give the nomadic vibes.
BUT I am very annoyed that this trait is tied to the fact of playing Huns, and not to the Affinity, the Emblematic Quarter, the Emblematic Unit or the Legacy Trait like every other cultures.

Why I am very annoyed :
- Because as a beginner, I feel penalized than my Nubian outpost was considered to be an Ordu and I couldn't achieve my city planning and it could be frustrating.
- A distinct disclaimer for Huns and Mongols ( this culture can't build new cities) looks inelegant.
- All our outposts being considered as an Ordu, don't give the feeling than it's an Emblematic Quarter.


> what are the advantages :

- Consistant with other cultures scheme

- Your normal outpost (for exemple, in Stadia OpenDev, the outposts you settled with Nubians) could be upraded in a City, attached OR upgraded into Ordu.(to be able to produce Horde unit on it)

So you will never have the frustration to go into Huns "too ealry", and having the impression of having wasted an Outpost planified to be a City with your previous culture.

And you will have the chance to have the aesthetic of the Huns City Center, which is really cute.

- The Emblematic Quarter is more meaningful with really unique traits. And is distinct from a generic outpost.


And the gameplay of Huns will be radically the same with this suggestion. They can't settle new cities or attach outposts, because the outposts builded in the current era will be Ordu.


Huns City Center :


> Suggestions about the Emblematic Unit

- The Hunnic Horde is a lot of fun. Unique and really strong. I don't think they need any nerf, I mean I can't judge that with the Stadia OpenDev only.

BUT to make them more unique and the Ordu more meaningful, a Nomadic Unit could be only produced in a Ordu, and not in a City (or only in an Hunnic City Center ?).

Which make sense in some way.

By the way, the information about that constraint could be given in the production list of the City.


>Questions and discussions : What's next ? What's happening when trenscending or changing culture ?

- Trenscending : If Huns are not able to build cities, they will be one of the only culture with Mongols not being viable through era ?

Maybe the constraint need to disappear when trenscending ? ->

What's happening when changing culture ? Rancksacking our own Ordu to build a regular outpost ? Automatically considered like an normal outpost ? Or some suggestions :


> A little thought about the Independant Poeples City Center. They are generic, so it will be maybe interesting to be able to "renovate" these City Center, or automatically change them into the Hunnic City Center when you assihimilate the City with Huns ?



Updated 4 years ago.
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4 years ago
Oct 27, 2020, 5:05:52 PM

I can agree to only one thing - 4 lines of warning for ordu tooltip.


  1. It's already quite easy to see a lot of outposts left waiting to be attached or upgraded into a city in the ancient era. Your idea will effectively remove the penalty.
  2. Nomadic cultures are meant to be played differently and such penalty on economy gives a clear sign that you should use your EU extensively.
  3. The fact they are unable to settle makes nomadic gameplay more immersive.
  4. To ban producing hordes at cities is A) more inconsitency added, which is you are trying to avoid, and B) going to make players manage their cities just as they have been doing because hordes are the most important part of the nomadic cultures and suddenly cities have nothing to do with it. These cities are also very likely to have leftover outposts nearby so players will attach them to cities over time and grow their cities just like no hordes are out there.
Updated 4 years ago.
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4 years ago
Oct 27, 2020, 5:25:42 PM

thanks for your insight @PARAdoxiBLE , it's always nice to have the feedback of a vip.The point of view of the openDev is a little "biased".


More than a "warning tooltip", I hope at least having an aesthetic title on the Huns screens, which say "Nomad". And inform the player they will play a singular culture.

To be honest, I know it's impossible, but this Nomadic gameplay should be their affinity. You don't play a Militarist culture but a Nomadic culture. No confusion, no mistakes.





Updated 4 years ago.
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4 years ago
Oct 27, 2020, 6:01:52 PM

I'm with PARAdoxiBLE because the Hun's Ordu is not meant to be flexible. Additional warnings and tool-tips should be available so newer players do not get confused (older players will just skip/bypass them). 


One suggestion I will make is to substantially reduce the cost of moving an Ordu. These are a nomadic people who live their lives with everything essentially on wheels. 


It would make sense for nomadic people to move to a lush food rich location when more population is needed OR to a productive environment when training. Reducing the Ordu movement cost thematically works, allows some micro and min/maxing, and improves the Hun's consistancey to pull-off their one-trick-pony despite the quality of the territory given.  

Updated 4 years ago.
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4 years ago
Oct 27, 2020, 7:48:53 PM

(Actually, I didn't suggested the Ordu to be more flexible or the Huns being able to build normal outposts.

I just tied the nomadic trait to the quarter instead of the culture. So their generic outpost being remplaced by their Emblematic Quarter, they are always not able to build cities or attach outposts.


I mean, cultures which have an Emblematic Harbour, like Norse or Carthaginians, don't have their generic harbour automatically working like their Emblematic harbour, right ?   They need to build these new harbours, and can't no more build the generic ones.)


> But if it it definitly tied to the culture, it could be nice to have atleast a "Nomad" title, affinity, under their Militarist affinity.

A smaller emblem for Nomad, under the Militarist emblem, with some warnings with the tooltips  ->

Somewhere like on the white spot.



Tainted wrote:

One suggestion I will make is to substantially reduce the cost of moving an Ordu. These are a nomadic people who live their lives with everything essentially on wheels. 


It would make sense for nomadic people to move to a lush food rich location when more population is needed OR to a productive environment when training. Reducing the Ordu movement cost thematically works, allows some micro and min/maxing, and improves the Hun's consistancey to pull-off their one-trick-pony despite the quality of the territory given.  

Really Interesting idea ! I almost not used the outpost deplacement, so if the cost is reduced (bonus from their Nomad trait ?) for nomadic cultures, I will definitly use it.



For me it would be the best compromise : Warnings with tooltips on the Huns culture screen, a secondary affinity emblem on the card (Nomad which reduce cost on outpost deplacement and don't allow to attach and build cities) and the normal outpost builded by your previous culture not being considered like an Ordu.



Updated 4 years ago.
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4 years ago
Oct 27, 2020, 10:16:59 PM

I agree with the lack of UI clarification, especially in the quarter details themselves. In general the game goes overly specific when detailing what a quarter does (sometimes a bit too much) so it is jarring to see such a contrast here with a lack of specification. I'm not sure adding a Nomad tag itself is necessary and might not be ideal to have this one distinction among all other culture archetypes. Still, just adding more information on the Ordu would be ideal for me.

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4 years ago
Oct 27, 2020, 10:44:10 PM
Narcisse wrote:
The tooltips are in work in progress, but they definitly need some warnings about their inability to build cities and attach outposts.
Arkalis wrote:
Still, just adding more information on the Ordu would be ideal for me.

I do agree with you both, there was obviously some text missing explaining the Ordu and its use/mechanic in this build. I'm also guessing it's still a WIP thing. I've found myself trying to attach a newly built outpost with my Huns boys, anytime I played them, only to realize that I couldn't, and this information was only given by the tooltip when trying to attach the outpost.



Narcisse wrote:
Their Emblematic Unit is a lot of fun. But I'm a little scared than they will be too easy to feed and grow with the IPs armies and animals.

As much as I enjoyed playing them, steamrolling everything on my way with my Hunnic Hordes, the thing that I personnally think is overpowered is their abilty to act a second time. Not only do they move after attacking, but man, they attack a second time as well ! We'll have to be very well prepared if we meet them in the release version :)

And about information regarding the EU, I agree with you @Narcisse, it would need to be explained that it can only be built by an Ordu, and that there's no specific tech for it (except for the resource required, aka horses).

Updated 4 years ago.
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