makazuwr32 wrote: ↑Sun Dec 05, 2021 5:07 am
1. Allow for them to target only buildings
There are some units, that are countered by rams, so I wouldn't make them target only buildings.
In general I disagree with limiting attack targets, unless really required.
If we started with it there is a lot of units, that would be earlier in queue to have limits (e.g. misc units).
2. With tiers or some tech give them extra actions to attack — it might be not just +1 action but maybe +2
Extra actions would completely remove the whole idea behind limited transformations, so I don't like it.
b2198 wrote: ↑Sat Dec 04, 2021 11:17 pm
Aral_Yaren wrote: ↑Sat Dec 04, 2021 9:49 pm
There are some strats involving ram (I know little so anyone can show his achievement with ram), current hot pot is defensive ram barrier (spam ram as punchbag in the front while long-ranged unit do the task).
This was what I used to do before the spam nerf, now imo catapults, mantelets, wagons and in some circunstances even ballistas or hwachas (as weak as they are right now) are more viable to dedicate builders to produce, but mainly, if the map has a decent amount of water on it, dedicating builders to make ships is a far better investment of turns in most situations.
makazuwr32 wrote: ↑Sun Dec 05, 2021 5:07 am
3. Allow for infantry melee units to act from inside
Aral_Yaren wrote: ↑Sat Dec 04, 2021 9:49 pm
1. Allow garrison attack from inside (alas only melee, as there's siege tower for ranged unit but who know, or maybe we can talk about siege tower in other thread) .
I might be mistaken here, but I think the only way that would be possible would be to make it so that only melee units can enter it, which... is an interesting idea, since there's already not only siege tower as you said, but also siege mantelet for ranged units and misc., and this would allow counterplay against their counters, by, for example, putting celtic warriors inside to deal with enemy melee anti-siege units.
Allowing melee attacks would require two things:
- decrease of carry cap to 1 (just my opinion on balancing it)
- limiting carry to only melee (as already mentioned)
But it's viable.
It would also increase reward of reaching fortifications, so imo 2. wouldn't be necessary.
Aral_Yaren wrote: ↑Sat Dec 04, 2021 9:49 pm
2. Higher tiers have power range to destroy surrounding building faster than othe long-ranged siege unit (or is it already planted in it? I didn't use any ram for long time in MP so need to be confirmed).
Among all these idea I think I like it the most.
It should perfectly align with the concept.
Maybe implemented as target and area weapon effect, that affects only buildings.
Some attack could be then shifted to ability power, that affects this effect (just like anti-mounted units) and achieve higher power without being too good vs non-buildings.
b2198 wrote: ↑Sat Dec 04, 2021 11:17 pm
Aral_Yaren wrote: ↑Sat Dec 04, 2021 9:49 pm
3. Reduce cost from factory, from 5 to 4 turn.
This paired with 1 and/or 2 would make them very op imho, but in isolation maybe would be fine.
Cost could be decreased to 4, but then according to my rules on worker buildable things it would be changed from 10->8 ambidexteria worker actions.
b2198 wrote: ↑Sat Dec 04, 2021 11:17 pm
Aral_Yaren wrote: ↑Sat Dec 04, 2021 9:49 pm
4. Allow defensive mode garrisoned in TC (I despise this idea a lot, but again another brainstorm if other forumers have favor for the point).
This alone would be op imo, if paired with 1 would be VERY op
This idea is completely out.
The whole point of not allowing defensive mode rams in TC was to stop previous annoying (and pretty OP) tactic to make it defend there.
This unit is just too sturdy to let it be TC defender.
b2198 wrote: ↑Sat Dec 04, 2021 11:17 pm
Aral_Yaren wrote: ↑Sat Dec 04, 2021 9:49 pm
5. As I pointed the fragility of fast lower mode ram (it looked like one of F1 cars or one of Tamiya cars I collect from childhood ) and how slow they are (and here also points fragility, mainly in frontline as being easy target), I suggest a new ability gained via tech for them silmaril with elephant run tech: grant more speed in sacrifice of action.
This alone would probably need a slight nerf to their durability alongside it to be in a balanced state, but would probably reduce their usage as "wooden punchbags" and increase their usage as proper siege units, which I think is the best option out of the 5.
Is it really so fragile?
Comparison:
Armored Disarmored
HP: 100 -> 120 -> 140 vs 42 -> 50 -> 60
Armors: 0/16 -> 2/18 -> 4/20 vs 0/2 -> 1/3 -> 2/4
If it's only against fortress/castle on start of the game - 5 shots are required for destruction (4*(6-2) + 4*6 = 40).
On endgame it's much worse, as cannon tower attacks with 50 power, so unupgraded is outright destroyed, 1st is left with 1 hp and even 2nd barely survives with 12 hp.
Maybe some category change would be better here.
But for speed I have long planned to introduce Better Wheels tech, that would increase +1 speed of wagon and packed siege speed.
Not sure if changing it to ability boost is good or not.