Plan - Buildings plan
Posted: Fri Dec 03, 2021 2:08 pm
What will we add/change (plan at least) in buildings update:
1. Cheap and cost factories:
1.1. We will add cheap and cost factories categories. Also we will unify construction and mend rate for cheap factories and for cost factories — if factory is cheap than you know for sure that it will have «a» construction rate and «b» mend rate regardless of race. No limits though to hp for them.
1.2. We will rebalance hp of factories — most cheap factories will have hp around 100 ± hp for now. Alas that does not mean that we can't have higher or lower hp — for example temple of nature for elves will have 150 hp but will keep same mend rate. Cost factories will have hp at minimum of 200 and will have less mend and construction rate than cheap ones.
2. Proper implementation of tiers for workers/laborers and other ways of mend rate increase for races/workers without tiers.
3. Rebalance of construction and mend rates for constructible units.
4. Rebalance and implementation of fortifications:
4.1. Cheap fortifications will have hp at most of 300 (wall of dwarves) and will be somewhat easily destroyable by regular infantry. Cheap towers also will have unique functionality so they will be useful as backbone fortifications — for example high carry capacity or high attack range.
4.2. Costly and tough fortifications will have much higher hp (up to 1200-1500 for dwarves, not sure here — will finish this later) and also much higher construction cost. In return normal infantry will not be able to deal significant damage to them (high armors, high hp) so siege units will become important against these.
4.3. Implementation of 1 cheap wall and 1 tough wall for all races.
5. Rebalance of megas (first step):
5.1. Current 2x3 megas will become more costly, will get unified construction and mend rates and less hp difference than now — it is weird that one mega has 8000 hp while other has 2400 hp — will be changed to around 6000-8500 hp. Hp of dwarven kingdom might be reduced by the way.
5.2. Implementation of extra abilities for megas and overall increase of their usefulness — they will not be anymore "just another more tough factories".
6. Addition of racial techs to improve one way or another buildings, fortifications and megas. Regeneration for elves, armor for humans, retaliation damage (or just aura to deal damage in melee range to enemies) for orcs, improvement of construction and mend rates for dwarves (in total it will be around +50% for all techs they will have) and so on.
7. Proper rebalance where needed bonuses to buildings, fortifications, megas...
8. Bug fixing and such for abilities which can be used on buildings (goodbye curse on buildings, mend building ability on woodshaper won't be able to speed up construction and so on).
And ofc some minor additions like extra factory for dwarves that is really required.
Uruk tent by the way will have considerable amount of hp (200-250 hp) for factory but will still count as cheap factory and will share construction and mend values with other cheap factories.
As an example of cheap factory with high amount of hp.
9. Implementation of other buildings category for non-factory extra buildings (fountains, graves and such, we will add more such buildings in future for all races). These also will get 3 categories — cheap, costly, special — with unified mend and construction rates for first 2.
1. Cheap and cost factories:
1.1. We will add cheap and cost factories categories. Also we will unify construction and mend rate for cheap factories and for cost factories — if factory is cheap than you know for sure that it will have «a» construction rate and «b» mend rate regardless of race. No limits though to hp for them.
1.2. We will rebalance hp of factories — most cheap factories will have hp around 100 ± hp for now. Alas that does not mean that we can't have higher or lower hp — for example temple of nature for elves will have 150 hp but will keep same mend rate. Cost factories will have hp at minimum of 200 and will have less mend and construction rate than cheap ones.
2. Proper implementation of tiers for workers/laborers and other ways of mend rate increase for races/workers without tiers.
3. Rebalance of construction and mend rates for constructible units.
4. Rebalance and implementation of fortifications:
4.1. Cheap fortifications will have hp at most of 300 (wall of dwarves) and will be somewhat easily destroyable by regular infantry. Cheap towers also will have unique functionality so they will be useful as backbone fortifications — for example high carry capacity or high attack range.
4.2. Costly and tough fortifications will have much higher hp (up to 1200-1500 for dwarves, not sure here — will finish this later) and also much higher construction cost. In return normal infantry will not be able to deal significant damage to them (high armors, high hp) so siege units will become important against these.
4.3. Implementation of 1 cheap wall and 1 tough wall for all races.
5. Rebalance of megas (first step):
5.1. Current 2x3 megas will become more costly, will get unified construction and mend rates and less hp difference than now — it is weird that one mega has 8000 hp while other has 2400 hp — will be changed to around 6000-8500 hp. Hp of dwarven kingdom might be reduced by the way.
5.2. Implementation of extra abilities for megas and overall increase of their usefulness — they will not be anymore "just another more tough factories".
6. Addition of racial techs to improve one way or another buildings, fortifications and megas. Regeneration for elves, armor for humans, retaliation damage (or just aura to deal damage in melee range to enemies) for orcs, improvement of construction and mend rates for dwarves (in total it will be around +50% for all techs they will have) and so on.
7. Proper rebalance where needed bonuses to buildings, fortifications, megas...
8. Bug fixing and such for abilities which can be used on buildings (goodbye curse on buildings, mend building ability on woodshaper won't be able to speed up construction and so on).
And ofc some minor additions like extra factory for dwarves that is really required.
Uruk tent by the way will have considerable amount of hp (200-250 hp) for factory but will still count as cheap factory and will share construction and mend values with other cheap factories.
As an example of cheap factory with high amount of hp.
9. Implementation of other buildings category for non-factory extra buildings (fountains, graves and such, we will add more such buildings in future for all races). These also will get 3 categories — cheap, costly, special — with unified mend and construction rates for first 2.