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Re: Wagons and transportships logic
Posted: Tue Feb 27, 2018 11:11 pm
by Alexander82
Can we start adjusting the logic for current wagons? After that
Re: Wagons and transportships logic
Posted: Wed Feb 28, 2018 8:18 am
by Stratego (dev)
lets make this one to on hold, until i have time to discuss - i am basically disagree on changing transport behavior at this deep level, this would change the strategies hard, and would affect ai performance too.
Re: Wagons and transportships logic
Posted: Thu Mar 01, 2018 2:38 am
by Alexander82
Why performance?
Anyway it is good for it to be different from AoS imho (we need to differentiate them more)
Re: Wagons and transportships logic
Posted: Sat Mar 03, 2018 4:16 am
by Sunrise Samurai
Actually, I've never seen the ai make effective use of any transport at all. For that matter, I'm not sure when I've ever seen the ai even make a wagon. Shouldn't change ai performance in any notable degree.
Strategy change: every new thing changes the game. In my experience, humans don't require wagons full of catapults to crack open fortified positions in AoF. They're good against specific (mainly orcish) targets with high hp, but then only accompanied by an army anyway, and that's just to defend the army. Workers can easily make them closer to battle lines if needed. Trebuchets simply suck in AoF. They may have range, but aren't useful against anything but buildings. For the cost, you could have 1.5 imperial crossbowmen with nearly the same range, more hp, and higher speed. Alternatively, you could have 75% of a drake knight, complete with fire breath, flying, high speed, and trample. Even with wagons available, they typically end up too late arriving to be useful offensively, and only somewhat useful defensively. The best "artillery" humans have is typically mages. 5 range, 2 area, and perfect accuracy for ignoring armor and causing burning. A wagon full of mages can eliminate any mega building except a masonry enhanced castle in a single turn. Towers fare only a little better, but aren't likely to stand up to the rest of the army. To top it off, there's no good excuse to remove mages from wagons, as they are individual, normal sized people on foot with only minimal equipment.
I see no damage to gameplay to limit wagons to carrying only human sized units that travel on foot. If anything, this would discourage carrying over the same battle plans from AoS straight into the very different world of AoF.
Re: Wagons and transportships logic
Posted: Sat Mar 03, 2018 2:58 pm
by godOfKings
stratego actually meant that ai would b in trouble if we made guard towers no longer able to garrison catapults inside them
Re: Wagons and transportships logic
Posted: Sat Mar 03, 2018 3:10 pm
by makazuwr32
But at least we can change how work wagons.
I'm for wagon mechanics changes.
Re: Wagons and transportships logic
Posted: Sun Mar 04, 2018 11:17 am
by Constantin
Sunrise Samurai wrote:Trebuchets simply suck in AoF. They may have range, but aren't useful against anything but buildings. For the cost, you could have 1.5 imperial crossbowmen with nearly the same range, more hp, and higher speed. Alternatively, you could have 75% of a drake knight, complete with fire breath, flying, high speed, and trample. Even with wagons available, they typically end up too late arriving to be useful offensively, and only somewhat useful defensively.
I already wrote about weaknesses and fix of the trebuchets in this topic
(
viewtopic.php?f=115&t=4919). But not many reacted on this topic