Sight Range
Sight Range
I think some units can see too far. The foot soldiers should be more uniform. I understand why maybe an archer might have better eyesight than a swordsman. But why can the long bowman see farther. Catapults should not be able to see as far either. And while a trebuchet is as tall as a tower no one will climb to the top to look so the sight should be shorter. This would also give a reason to build scouts.
Thanks!
Josh
Josh
Re: Sight Range
Trebuchet having long sight range is fine--I imagine people actually might climb up there to have a look. Catapult (and probably the boat catapult too), yes, should DEFINITELY have their sight range reduced. They do far too much damage on their own to be able to see up to their max attack range--it feels really bad to have some unit(s) wiped out by catapult shots that come from Fog of War with no warning, so the person with the catapult should at least have to have something providing sight for it to be able to do that.
I also feel that Knights should have their sight range increased by 1. Destroyer (the boat) could use a sight range increase as well. Scout should have 8 sight range and the aerial scout (the hawk) should have either 9 or likely 10 sight range. Everything else seems fine, though.
I also feel that Knights should have their sight range increased by 1. Destroyer (the boat) could use a sight range increase as well. Scout should have 8 sight range and the aerial scout (the hawk) should have either 9 or likely 10 sight range. Everything else seems fine, though.
Re: Sight Range
All archers should have uniform sight.
But let's take down the sight of the trebuchet a little, since they are not QUITE as tall as towers, and don't have built in steps and stuff.
But let's take down the sight of the trebuchet a little, since they are not QUITE as tall as towers, and don't have built in steps and stuff.
Thanks!
Josh
Josh
Re: Sight Range
Well for one, thinking more about it, skirmish should have more than 3 sight so they can actually do their job at being anti-archer better (though I assume this goes in line with your suggestion anyway?)
I would agree with archer having uniform sight except for one thing--with both range upgrades and with the crossbowman upgrade, normal archers have 8 attack range and 8 sight. Decreasing it would not let them be able to hit their max range on their own, which I feel is something that should be maintained. Heck, as it is, longbowman with max range upgrade have 8 attack range and 7 sight range! And they cost an extra turn to produce on top of that, so decreasing their sight range seems even worse here. My reasoning for thinking that archers should be able to at least see as far as they can shoot is because not only does it just make sense from a logic standpoint (how can you accurately attack beyond your sight range? communication was not very advanced in those times, and so you can't really rely on intel to make accurate shot [note that siege weapons are a different matter, since their projectiles are far bigger and you only really just guesstimated where to aim at, as accurately represented by catapults and such not always hitting directly where you aim at]), but it also makes sense from a balance standpoint (archers make better scouts than infantry, but they're riskier to scout with due to their being "squishier").
That's all, of course, my opinion, so I won't fault you if you disagree, and will "agree to disagree." After all, "internet debates/arguments" basically never actually change anyone's mind/opinion on something.
I would agree with archer having uniform sight except for one thing--with both range upgrades and with the crossbowman upgrade, normal archers have 8 attack range and 8 sight. Decreasing it would not let them be able to hit their max range on their own, which I feel is something that should be maintained. Heck, as it is, longbowman with max range upgrade have 8 attack range and 7 sight range! And they cost an extra turn to produce on top of that, so decreasing their sight range seems even worse here. My reasoning for thinking that archers should be able to at least see as far as they can shoot is because not only does it just make sense from a logic standpoint (how can you accurately attack beyond your sight range? communication was not very advanced in those times, and so you can't really rely on intel to make accurate shot [note that siege weapons are a different matter, since their projectiles are far bigger and you only really just guesstimated where to aim at, as accurately represented by catapults and such not always hitting directly where you aim at]), but it also makes sense from a balance standpoint (archers make better scouts than infantry, but they're riskier to scout with due to their being "squishier").
That's all, of course, my opinion, so I won't fault you if you disagree, and will "agree to disagree." After all, "internet debates/arguments" basically never actually change anyone's mind/opinion on something.
Re: Sight Range
We may end up disagreeing a little, but I think for the most part we feel mostly the same on this topic.
And that's what the forum is for - discussing and arguing
.
And that's what the forum is for - discussing and arguing
Thanks!
Josh
Josh
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Stratego (dev)
- Site Admin
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- Joined: Fri Apr 25, 2014 9:28 pm
Re: Sight Range
i also agree but there is an engine GAP here: if a trebuchet can shoot farer than the sight than it will still show the target icons over the fogged area too.
i think this must be fixed before lowering any sight under attack range.
i think this must be fixed before lowering any sight under attack range.