Sight balance

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godOfKings
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Sight balance

Post by godOfKings »

@Stratego (dev) @Endru1241

Since there were some talks of nerfing sight to promote use of scout like units, i propose a drastic change in standard sight of aos.

Maximum standard sight shall b 8 tiles and units that will have 8 sight are, light cavalry, raider, horse archer (because its looking on top a horse), elephant archer (for same reason), scout bird (finally has a big advantage to b worth makin), ornithopter (can move 10 tiles in own area but only 8 tiles max when infiltrating), watch towers and forest sentry. (no individual human unit will EVER increase sight simply by upgrading itself)

Every other units that currently have 8 or greater sight will have 7 sight (including foot archers, towers, castles, siege, ships) sailing ships that will have 7 sight will b able to increase sight to 8 by sight increasing tech like telescope for example, however siege ships will still have 7 sight max. Torch will increase only +1 sight, allowing watch towers to have maximum sight of 9 tiles and giving other defending towers 8 sight for a significant advantage. Torch wont b op cuz a single battering ram on wagon will give attacking players significant advantage with 10 range trebuchets.
Last edited by godOfKings on Fri Feb 07, 2020 7:22 pm, edited 3 times in total.
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L4cus
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Re: Sight balance

Post by L4cus »

Good idea, i agree with u. But i don't think horse archer has 8 sight points, it is not a scout unit. With that logic, elephants would have 10 sight. The sight of ranged units should be reduced: infantry has 4 sight and an archer without upgrades has 7. They will get some extra sight wity techs. Right now i feel it is op. By the way, when you burn a building, it could give you one tiles sight around burning building.
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godOfKings
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Re: Sight balance

Post by godOfKings »

Higher sight is simply another reason to make horse archer over foot archer, cuz foot archer is still more cost effective currently. And elephant's main role is tank, y would it need high sight? And current logic doesnt allow to see more than ur own unit's sight number so i dont think its possible to see more from burnin. Also if u r close enough to burn enemy structure, u would also most likely b able to see beyond
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godOfKings
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Re: Sight balance

Post by godOfKings »

Sight depends on ur own ability to see and range depends on ur arm strength/ launching strength of machinery, and actually, u know wat, i just realised elephant riding archer really should have higher sight so let him have 8 sight too, edited first post
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Re: Sight balance

Post by L4cus »

godOfKings wrote: Fri Feb 07, 2020 6:49 pm Higher sight is simply another reason to make horse archer over foot archer, cuz foot archer is still more cost effective currently. And elephant's main role is tank, y would it need high sight? And current logic doesnt allow to see more than ur own unit's sight number so i dont think its possible to see more from burnin. Also if u r close enough to burn enemy structure, u would also most likely b able to see beyond
About burning buildings, it was an idea, remember this is a thirs person game, then, the logic was slmething like this:"light of flames let you see things close to it". Now i realize it doesn't make sense. Anyway, i don't understand ur opinion about reduce foot archers sight. Skirmisher has 3 on sight, alonger has 5, hospitaller has 8, even more than longbow. I thnik they should have 6 as max, including longbows
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godOfKings
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Re: Sight balance

Post by godOfKings »

Lol, wen i say foot archer, i mean ALL foot archers, including hospitaller, long bow etc. Only archers on top of horses and elephants will have 8 sight, every other land walking archer units cannot have more than 7 sight
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Re: Sight balance

Post by L4cus »

godOfKings wrote: Fri Feb 07, 2020 7:25 pm Lol, wen i say foot archer, i mean ALL foot archers, including hospitaller, long bow etc. Only archers on top of horses and elephants will have 8 sight, every other land walking archer units cannot have more than 7 sight
I think the limit should be 6 and 7 after upgrades. Artillery like catapult or threbuchet should bave less sight too. Then you should take it with a scout unit. Is a nerff.
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Re: Sight balance

Post by godOfKings »

godOfKings wrote: Fri Feb 07, 2020 3:29 pm Since there were some talks of nerfing sight to promote use of scout like units
Will u stop repeating wat i say already.... just let the moderator come and give his verdict on the concept, dont speak unless u have anything new to add
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Endru1241
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Re: Sight balance

Post by Endru1241 »

godOfKings wrote: Fri Feb 07, 2020 3:29 pm Since there were some talks of nerfing sight to promote use of scout like units, i propose a drastic change in standard sight of aos.

Maximum standard sight shall b 8 tiles and units that will have 8 sight are, light cavalry, raider, horse archer (because its looking on top a horse), elephant archer (for same reason), scout bird (finally has a big advantage to b worth makin), ornithopter (can move 10 tiles in own area but only 8 tiles max when infiltrating), watch towers and forest sentry. (no individual human unit will EVER increase sight simply by upgrading itself)

Every other units that currently have 8 or greater sight will have 7 sight (including foot archers, towers, castles, siege, ships) sailing ships that will have 7 sight will b able to increase sight to 8 by sight increasing tech like telescope for example, however siege ships will still have 7 sight max. Torch will increase only +1 sight, allowing watch towers to have maximum sight of 9 tiles and giving other defending towers 8 sight for a significant advantage. Torch wont b op cuz a single battering ram on wagon will give attacking players significant advantage with 10 range trebuchets.
What I had in mind was almost the same, but sometimes going a step further.

Separating all units into sight categories:
2 sight - walls, palisades
3 sight - regular buildings, limited sight units (battering ram, transports)
4 sight - regular army melee units , low siege machines(catapult, ballista etc.)
5 sight - regular cavalry units, chariots, foot ranged units, cannoneer, siege ships
6 sight - foot light quasi-scouting units, mounted archers, high siege machines (siege tower, trebuchet) , attack ships, ramming ships, low or unique terrain towers
7 sight - foot scouts, light cavalry, scouting ships, battleships, regular towers (including cannon tower)
8 sight - castles, forts, fortresses, watch towers, flying units

Each of the groups: buildings, ships, human units would get +1 sight tech (in building case it's town patrol). Maybe in ships case additional one.

What's more I was even thinking of giving transports aura with 0 range decreasing sight by , let's say 2, to limit effectiveness of just taking one scouting unit in.
But it's a little problematic, that it would affect other units in the same place (in TC, bigger transport).
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godOfKings
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Re: Sight balance

Post by godOfKings »

sounds good, also siege tower would now have a great use as a scout with high vision :D as for vision reducing wagon, its not really necessary since maximum sight of any wagon carry able unit is 7 while a castle/ tower already has 8 sight
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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