Re: Production increasing buildings
Posted: Sun Feb 25, 2018 6:08 pm
My opinion:
I think it is difficult to make an effect locked on a single tile at the moment.
It would make more sense to make it like a aura and that would affect 4 tiles around it
Totally useless as it is now.
Also i don't like the idea of them simply cannibalizing their own units. It is a bit too crude imho. It would have made sense if you were using an enemy corpse.
Same problem for the radius as the human building
15 turns building cost can be covered in basically 2 turns with 9 workers (4 units build, next turn you build and move them away and move other 4 units in, then you kill one and put another one in place of the one you killed).
Game breaking
Straightforward and with no downsides.Pyro wrote:I had an idea that each race can have a building that can decrease the production time of adjacent buildings using a spell/ability. Each race will have there own version, each with unique properties.
HUMANS
Gold mine
10 turns to build
Hp 20
Armor 0/6
Acton turn 1/1
Garrison 2 people
Spells/abilities: GOLD!, this ability adds newly found gold to the economy of an adjacent factory, decreasing production time by one turn
I think it is difficult to make an effect locked on a single tile at the moment.
It would make more sense to make it like a aura and that would affect 4 tiles around it
Seems far less powerful since I need to sacrifice a unit (minimum cost 2) to decrease production cost by 1Pyro wrote:
ORCS
Butchers shack
8 turns to build
Hp 15
Armor 0/3
Action turn 2/2
Garrison 1 unit
Spells/abilities: BLOOD!, requiring a sacrifice, the local butcher allows orcs to feast, decreasing production time by one turns.
Totally useless as it is now.
Also i don't like the idea of them simply cannibalizing their own units. It is a bit too crude imho. It would have made sense if you were using an enemy corpse.
Same problem for the radius as the human building
At the moment it is a problem to select 2 units to sacrifice and that would require a random sacrifice in a certain range (too bad if you have good units around you) also like that this should work as a auraPyro wrote:
UNDEAD
Cursed Land
To create, a spell caster must sacrifice two units, then manually place within four tiles
Hp 4 vanishing 3 turns
Armor 180/180
Action 2/2
Can be walked over (like a bridge)
Spell/abilities: Evil Influence, dark powers decrease production time by one turn
simply too powerful. Totally overpower every other option.Pyro wrote:
ELVES
Elder library
15 turns to build
Hp 20
Armor 0/3
Action 1/1
Garrison 2 units
Spells/abilities: Knowledge of the Ages, using the knoledge elves amass over their long lifetimes, they decrease the production time of an adjacent factory by three turns. 1 turn cooldown.
15 turns building cost can be covered in basically 2 turns with 9 workers (4 units build, next turn you build and move them away and move other 4 units in, then you kill one and put another one in place of the one you killed).
Game breaking