In age of strategy we have only 3 physically different tile types - water, wall, ground and possibly forests.
You can make this a lot more interesting by making changes to this as follows:
WALL -
Walls (natural walls only) block line of sight
POSSIBLY block arrow shots, but this will be hard
FOREST -
Forests slow down units, esp. horses
Horse units have a weakened attack when in a forest
Archers have less range
Forests block line of sight slightly
WATER -
Over water, range of sight is increased?
This would allow players to use the terrain more to their advantage; hiding an army behind a rock face/inside a forest; drawing horses into forests to attack them; building structures in more strategic locations; etc.
Using terrain to your advantage
Re: Using terrain to your advantage
If it can be implemented, I think its a great idea.
"I don't care who I have to step on on my way down."
Re: Using terrain to your advantage
I support the concept.
In terms of the arrow vs walls, archers should be prevented from attacking the space directly behind the wall based upon the direction of the attack.
In terms of the arrow vs walls, archers should be prevented from attacking the space directly behind the wall based upon the direction of the attack.
Anything is feasible with enough money and power.
Get ready to get your teeth kicked in, it will make for a good education.
Get ready to get your teeth kicked in, it will make for a good education.
Re: Using terrain to your advantage
How are you determining line of fire? The archer ' s range is 5, so it can attack from an angle. This would only work when the arrow is fired from dead on.
Thanks!
Josh
Josh
Re: Using terrain to your advantage
Maybe at an angle the damage is half.
Anything is feasible with enough money and power.
Get ready to get your teeth kicked in, it will make for a good education.
Get ready to get your teeth kicked in, it will make for a good education.
- Alexander82
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Re: Using terrain to your advantage
I like it, forest are often a downside if you are on it, but haveing a mounted unit move by 1 square in forest would make them a great defensive position
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- DoomCarrot
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Re: Using terrain to your advantage
Hmm... alot of ideas to take in at once...
I really do like many of these concepts, however it would take alot of time and effort to implement these things into the game (i am learning android development myself). And although most of these ideas make sense, the archers in the forest do not at all. I guess I understand the range stuff, but archers should get HUGE bonuses when in a forest, if we are going to make this realistic. Like if you will lower their range, than maybe give them invisibility like assassins when in a forest. Towers and adjacent units can see them, but otherwise they have a huge advantage...
I really do like many of these concepts, however it would take alot of time and effort to implement these things into the game (i am learning android development myself). And although most of these ideas make sense, the archers in the forest do not at all. I guess I understand the range stuff, but archers should get HUGE bonuses when in a forest, if we are going to make this realistic. Like if you will lower their range, than maybe give them invisibility like assassins when in a forest. Towers and adjacent units can see them, but otherwise they have a huge advantage...
The day is coming when a single carrot, freshly observed, will set off a revolution.
- poeticquestion
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Re: Using terrain to your advantage
I agree with the archers having buffs in forest while mounted units should also have a disadvantage. Archers should not be able to shoot thru walls as well. I really like this idea.
Expectations ruin relationships...