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Advanced town centers
Posted: Sun Jun 18, 2017 4:30 pm
by Stratego (dev)
i have 2 ideas about the topic
1. an upgrade that changes a TC to an advanced TC, and upgraded TC either (a) remains upgraded when occupied by other enemy or (b) "downgraded back" when changes owner.
2. OR on map randomly there are a few advanced TCs that players can run to acquire.
Advanced TC: can be like a faster tc, so things build 1 turn less in the TC or something like this.
Re: Advanced town centers
Posted: Sun Jun 18, 2017 5:43 pm
by Detros
Maybe this can be done via building some buffing units around - when there are 3 buffers around TC or when there is 2x2 area of TC and 3 buffers the TC behaves as upgraded. One turn less on all may be too much, depends on how hard it would be to achieve the upgraded status. Possibly Scouts are still 1 turn but all units with odd number of turns are now 1 turn cheaper. That way the minimal amount is still at 2 turns.
Re: Advanced town centers
Posted: Sun Jun 18, 2017 6:41 pm
by DoomCarrot
^ I think that is actually a neat idea. Making a tc upgraded if it has buildings around.
Maybe it doesn't even have to be factories? Maybe the player would have to build say, 3 neutral structures (lets say houses or something) within two spaces of the tc? And then the enemy could choose either to destroy the buildings to make the tc normal again, or they could take over the tc without destroying the buildings?
Idk, just brainstorming, upgraded tcs are a cool idea, and there are a lot of approaches to it I think.
Re: Advanced town centers
Posted: Sun Jun 18, 2017 8:13 pm
by Detros
My idea about 3 buildings directly next to TC was: either enemy won't destroy them and attack only from one side or destroys one or two of those needed buildings to get more options to attack the town but in this process removes the "upgraded" part of it. If TC is placed next to a wall enemy doesn't have a chance and needs to destroy one of those three buildings to get in.
Re: Advanced town centers
Posted: Mon Jun 19, 2017 12:08 am
by DoomCarrot
But would those buildings be neutral, so that a tc could be captured with "upgraded" status?
Re: Advanced town centers
Posted: Mon Jun 19, 2017 8:42 am
by Detros
DoomCarrot wrote:But would those buildings be neutral, so that a tc could be captured with "upgraded" status?
Yes. I imagined separate type of buildings called "buffers", not just stables and blacksmiths.
Re: Advanced town centers
Posted: Tue Jun 20, 2017 6:31 am
by tamtam12345
Daniel (the dev) wrote:i have 2 ideas about the topic
1. an upgrade that changes a TC to an advanced TC, and upgraded TC either (a) remains upgraded when occupied by other enemy or (b) "downgraded back" when changes owner.
2. OR on map randomly there are a few advanced TCs that players can run to acquire.
Advanced TC: can be like a faster tc, so things build 1 turn less in the TC or something like this.
I think 1 is better because in 1v1 game,first player to move have big advantage to get more towns.Option 2 will make this adv bigger if no. of towns is "few".
1b) may depends on tech "stealing"?
Re: Advanced town centers
Posted: Fri Jun 30, 2017 10:05 am
by Dan301002
How about a tech that make the city fortified? Fortified city add a little armor to units inside your town to soak up damages. Destroyed when enemies take over the city. It can help you defend your town a little bit, especially when you are in the middle of map.
Re: Advanced town centers
Posted: Fri Jun 30, 2017 2:35 pm
by Puss_in_Boots
It should also increase healing by 50% to make it more tactically useful in a game.
Also it should be able to research the same thing as advancement centers because they are advanced town centers.
Re: Advanced town centers
Posted: Sat Jul 01, 2017 11:31 am
by Alexander82
What about using the "capital" logic? Any player can have a capital that builds units twice as fast (or with a bonus dependant on number of controlled tcs) and can build any unit.
If another player take this tc it will become a normal tc but that player will gain a certain amount of money couriers (like sacking the capital).
Players who have lost their capital can choose a new one. Players that have a capital can change their capital once in 5 turns.
This way you might "risk" your capital by putting it near the frontline (building strong units in a few turns and having them ready on the battlefield) or keep it safe behind (but having their best units built far from the frontline).
Re: Advanced town centers
Posted: Sat Jul 01, 2017 2:03 pm
by DoomCarrot
That is a cool idea actually. Capitals should also be able to garrison like 6 units then probably, to make them more defendable than a normal town center.
Re: Advanced town centers
Posted: Sat Jul 01, 2017 6:10 pm
by Alexander82
Also we might implement it together with the advanced town center mode (that give a lower bonus, like -1 building time) and when captured gives a lower amount of money couriers
Only an advanced town center can be chosen to become the new capital
Another option when taking an advanced TC and/or a capital from your enemy is this one:
You might choose Sack or Conquest
If you choose to sack a capital you receive 2 money couriers worth 4 turns each and the capital becomes a basic TC
If you choose to sack an advanced tc you receive 2 money couriers worth 2 turns each and the advanced tc becomes a basic TC
If you conquest a capital you receive 2 money couriers worth 2 turns each and the capital becomes an advanced TC
If you conquest an advanced tc you don't receive any money courier but the advanced tc stay as it is
Re: Advanced town centers
Posted: Sat Jul 01, 2017 8:51 pm
by MightyGuy
all techs can able to research for example swordman to broadswordman tech