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Imperial tech pack

Posted: Wed Oct 04, 2017 3:27 pm
by Alexander82
Extra smith techs that affect only imperial units (so that they will have both general smith upgrades and their elite upgrades).

Those upgrades will require the 2nd level of every researched upgrade



Imperial armor 1 (requires all upgraded armor at level 2)
Cost: 4
+1 armor/p.armor to all imperial units

Imperial armor 2 (requires imperial armor 1)
Cost: 6
+1 armor/p.armor to all imperial units



Imperial crossbow 1 (requires 2nd level of archers)
Cost: 4
+1 to damage and range for imperial crossbowman

Imperial crossbow 2 (requires Imperial crossbow 1)
Cost: 6
+1 to damage and range for imperial crossbowman



Imperial shields 1 (requires improved shields 2)
Cost: 4
+1 armor/p.armor to imperial units with shield

Imperial shields 1 (requires Imperial shields 1)
Cost: 6
+1 armor/p.armor to imperial units with shield



Imperial steel 1 (requires sword level 2)
Cost: 4
+1 to damage to imperial melee units

Imperial steel 1 (requires Imperial steel 1)
Cost: 6
+1 to damage to imperial melee units

Re: Imperial tech pack

Posted: Wed Oct 04, 2017 3:49 pm
by Sunrise Samurai
The human counterpart to the uruk hai upgrades. I like it.

Re: Imperial tech pack

Posted: Wed Oct 04, 2017 5:01 pm
by Alexander82
exactly. Now that we have 4 imperial units with a fifth incoming I think it is time to put that in game ;)

Re: Imperial tech pack

Posted: Wed Oct 04, 2017 6:43 pm
by Puss_in_Boots
It all sounds great.
Where were these Imperial units originally inspired from?

Re: Imperial tech pack

Posted: Wed Oct 04, 2017 7:04 pm
by Alexander82
Nothing in particular. I wanted elite heavy human units and they needed a name. I remember someone proposed the imperial guard (it was supposed to be a swordsman at the time) and i liked the concept.

I just tought that they are elite units and that's why they are under direct command of an emperor (it might sound silly but it made enough sense to work) so they have the best equipment and trainin; that's why they will have dedicated upgrades. Normal infantry and cavalry are equipped in a cheaper way while they get the very best of best :mrgreen:

Re: Imperial tech pack

Posted: Sat Aug 04, 2018 2:22 pm
by Alexander82
I was thinking of putting these too in the human rework

These would easily give humans the most armored units summed up with the basica techs

Re: Imperial tech pack

Posted: Sat Aug 04, 2018 2:24 pm
by makazuwr32
please no more range increase for imperial crossbowman, only damage increase.
because with these techs and normal archery techs of humans imperial crossbowmen will get 10 range.

Re: Imperial tech pack

Posted: Sat Aug 04, 2018 2:28 pm
by Alexander82
Normal archers will reach 9 with the new upgrade so I think it is fair an extra range for the crossbowman that is an elite unit

We might, otherwise lower its base range by 1 so he will reach 9 as other fully upgraded archers

Re: Imperial tech pack

Posted: Sat Aug 04, 2018 2:31 pm
by makazuwr32
thas sounds a bit better but elves need to have some more techs for higher range.

Re: Imperial tech pack

Posted: Sat Aug 04, 2018 3:00 pm
by makazuwr32
Also what i don't like in this is additional armors to imperial units. i don't think it is a good idea of giving imperial shielder 10/12 armor or imperial knight 10/10.
i am not talking about imperial crossbowman with 7/7 armors.
if add techs for shielded units than imperial shielder will get insane 14/16 armor. THAT IS INSANE.

Re: Imperial tech pack

Posted: Sat Aug 04, 2018 3:10 pm
by Alexander82
Baae values can still be adjusted.

Re: Imperial tech pack

Posted: Sat Aug 04, 2018 3:22 pm
by makazuwr32
nerfing base stats for adding tech is not a good idea. and if you want make him balanced than at max piont he must have at most 10/12 armor from all upgrades and this means that he must loose 4/4 armor and will have at base ONLY 2/4. this will be really hard nerf and will hit humans hard especially in early game.

Also as for armors in general - dwarves must have more armor than humans. this means that they will get in total at least 8 armor upgrades as well RIGHT?! because humans with all these suggestions have 8 armor upgrades.

I think that shields upgrades and these imperial techs are really bad idea in terms of balancing.

Re: Imperial tech pack

Posted: Sat Aug 04, 2018 3:58 pm
by Alexander82
I think that their elite units should reach similar levels while their basic army should definitely be more armored than the basic human units

Re: Imperial tech pack

Posted: Sat Aug 04, 2018 4:01 pm
by makazuwr32
but right now they are less armored and have less health than humans if count all human upgrades including shields.
I don't like idea of both shields and imperial techs.
maybe if imperial techs will have 1 level, sword will add 2 damage, archery will add 1 while armor will add +1/+1. and no shiled techs. completely. at all. than it will be pretty good.
because dwarves with all upgrades will have mithrils with 7/7 armor and their defenders (extremly heavy unit, but not elite one) with 11/9 armor (mithrils will have similar cost while defender has 8 turn cost)

Re: Imperial tech pack

Posted: Sat Aug 04, 2018 4:09 pm
by Sunrise Samurai
I do agree that we might be stacking too many upgrades on the same crucial stat for some units. Any armor values over 6-7 are high. Anything over 10 is hitting absurdity unless it's specifically to render a unit immune to attacks. Right now elves and undead don't have any good answer to anything with 14/16 armor and 100% spell resistance, and even orcs will be hard pressed to damage it. If we go back to the idea for more damage types, then it might work.

I'd also say no range upgrades here. A fully upgraded elf archer only hits 9 range without support. I don't think we need anything that can outrange that without support from other units. Even giving more range to future elf elite units has been debated and rejected, as I recall, and they are supposed to be the best ranged in the game.

Re: Imperial tech pack

Posted: Sat Aug 04, 2018 4:16 pm
by Alexander82
Of course, in that case elite elven units might outrange the crossbowman.

We might still stop it at range 9 anyway.

About armor I think we should add more magical attack that aren't affected by spell resistance (like the magic arrow) used to hit heavy armored targets.

I spoke about that with @General Brave yesterday.

Re: Imperial tech pack

Posted: Sat Aug 04, 2018 4:17 pm
by Savra
I can kinda agree with Makazuwru on this one a bit because the 10 range with trample doesn't sound right for balance and the second upgrade of imperial armour is a bit much fun. But I do agree on 1st upgrades because imperials could use the extra defense to make up for lack of health buffs.

Re: Imperial tech pack

Posted: Sat Aug 04, 2018 4:33 pm
by Lynx Shafir
Imho
Normal armor and advanced shield upgrades will be enough for a while.
No need to make them steel tanks

Instead we should focus on new units and thecs they require.
In magic, siege, and fantasy-fighter class.

Re: Imperial tech pack

Posted: Tue Aug 07, 2018 5:09 pm
by Savra
Could use image on intro, line 80 - Ba for imperial armour.