Some ideas
Posted: Thu Mar 05, 2020 5:08 am
Hi!
Thank you for game, its nice.
Some ideas:
1. Terrains with effects.
Hills. +1 range/damage to archers.
Mountains +2 range archers. No attack bonus for cavs, defence vs cav for units that occupy. +1/1 armor for occupying. Movement penalty. Or just camel effect.
Roads: -2/2 armor, +30% damage taken. half movement cost, buildable, destructable.
Forest: hides units(not siege). Penalty to cavalry attack and movement. Anything on forest bonus def & melee vs cav. Cant deploy pikes.
Moat - built by builders (like4 turns ) Heavy, med infantry / cavalry loses movement and attack points on it and recieve slowed status. Siege cant pass. Can be easily destructed by workers or not easily by light infantry.
Swamp/shallow water: heavy inf./cav. cant pass, others -1 move.
Infantry with ladders: put it on walls make them passable for infantry with move (whole turn with attack)penalty. Need 1 for palisade 2 for castle wall. Workers and pikes can change laddered walls into normal.
Rebalance for infantry and cav. strict class either heavy medium or light with hp strictly identical to heaviness and more transparent hp and damage bonus logic. Heavy - 2 movement points. 3 medium. 4 light. Teutonic foot knight heavy. Like church knight but heavier (but lacks healing). Make heavy infantry fearsome, like 4/4 armor and + 50% hp of medium, but bad vs gunners, crossbows. Like double hp from medium.
Make light infantry able to climb walls with turn and some hp loss.
Either heavy/med/light cav. Heavy cav 3 moves. All cav +50 %hp of foot counterpart except special civilisation units.
Ballista 1 shot, +2 damage. Research for additional shot ability with 2 turns cooldown.
Pikeman (upgraded)ability deploys for 2 range. Deploying takes 2 turns. Cav entering range looses movement points (1 unit max per turn), with except for chariots and heavy cav. Archer shooting past upgraded pikeman (not deployed) -1 damage, -10 % hit chance.
Roman infantry ability "formations " to choose turtle, square, pike. Changing takes whole turn.
Elite unit concept: +20% hp, +1 damage, +1/1 armor. Or +1dmg for archers. But + 50% time built. Can be choosen to build.
Concept "facing direction" for units. Bonus for striking back, sides. Change direction at end of move.
Concept "trample bonus damage" depending on path length.
Units with hand guns accuracy from very good to bad depending on infantry/cav speed. Attack type with neglecting armor (pierce) and the more damage bonus the heavier infantry/cav. 2,5times dmg vs heavy units. Handguns drill tech: few units in formation "valley shot" hits all in front direction with like 50% chance to slow down status.
Hand guns shot once per 2 turns, and bad vs anything not heavy.
Split archers , arbalest and crossbowmen into different type, not upgrade. Arbalest and crossbow need direct line of sight to the target(with the exception for garrisoning towers or walls), double damage vs heavy infantry. Crossbow neglects half pierce armor, arbalest 100%. Arbalest and crossbow both available, have 1 less range than archers. Arbalest shoots once per 2 turns. Both cant shoot behind wall.
Doubleshot archer with -1 damage with tech.
Rebalance infantry 700% dmg vs "mega building" thing. Best not use it.
Samurai 3 hits, less damage, but 1 or 2 armor ignore, ability to use unused move after attack, once.
All infantry only +50% dmg vs buildings.
More ram hp, ram burns faster, and penalty vs defender type units. Garrisoned infantry takes 2 damage starting 2nd turn.
Chariots heavy cav. - no bonus vs buildings. Half pikeman bonus, burnable. Can pass through units dealing and recieving damage.
Slowed down status with half move points for next turn.
Bleeding status(axe etc).
Lancer special: adds 20 - 33% damage if path was from 5 to 6 length.
Heavy cav special chance do like +30% dmg if path was 3.
Pikeman first hit ability vs cav. Once per turn. Except for chariots.
Reinforced palisade tech 3-4 turns.
Catapults/trebs shot once per 2 turns.
Towers upgrade to garrison 3. Ballista/catapult takes 1,5 spaces.
Archers can be placed on walls with +2 pierce armor, block melee - tech.
Balance maceman to neglect armor, but less damage. Make one heavy, one light or medium.
Siege takes more space in vagons.
Another idea is to make ability to equip a unit. Weapon, shield, armor and training(little bonus stats + enable abilities) with different costs. Mace(armor pierce/less damage)/axe(bleeding status/less damage)/sword/two-hander, mail/plate, horse/foot.
Also units that will take two squares will look more realistic, like line formation. Two regiments combine into 1 unit for, say hp bonus. And with "face direction" concept you can implement cavalry striking flank, rear for bonus damage.
Add "civilisations" type of game to choose. Will add 1 special unit and disable/ enable techs depending on civ choice.
Example:
China double wall hp. Ballista shoots twice. Starts with masonry. -1 melee dmg. Crossbows ability second shot with 1-2 turn cooldown tech.
British: longbow and double shot(-1dmg) archers. Archers +1 range/damage with special tech 8 turns. Heavy cav 25% costlier.
Scottish: infantry+1 move with two-blader +30% dmg, hp., light infantry ignore 50% armor. Hillblader light unit with area damage up to 3 units. Ladder infantry +hp. Catapults +1 move tech.
French: +20% cav hp. Less good archers. Bayonet tech for handguns vs cav.
Germany: cav w/o forest penalty. Heavy cav 4 moves. Medium infantry +20% hp. Infantry in forest + defence/attack. No light cav upgrade. Archers +1 cost.
Russky: something like units built 1 less turn. -20%hp, -1 armor, except for light units.
Litvanian: heavy units +20% hp. Light units 1more turn to build.
Spanish: handgunners ability + 1 shot with 2turn cooldown, more hp and armor.
Egypt: chariots+20%hp. Archers +1 range in towers. Heavy units 2 turn costlier. Poison archer double poison ability with 1 turn cooldown.
Portugal:
Romanian: special skirmisher transforms into kind of voulger. Skirmishers, slingers 20% hp and damage better.
Bulgarian: medium swordsman that transform to archer similar to roman archer.
Romans: add roman pikeman into garrison, garrisoned units can attack. +1 garrison building.
Byzantine: cataphracts heavy cav with area damage, +1 roman barracks.
Vikings: no heavy infantry, medium +40% hp, infantry +20% damage, light infantry ignore 50% armor, medium 25%. Infantry heals itself for 1 point each turn tech.
Japs: +1 dojo building, add type of voulger there.
Eastern civs all camel in stable 7 turns to build,No heavy infantry. Heavy cav, except elephants, 2turns costlier, Skirmisher no last upgrade. Pikes no upgrades.:
Persian elephants 6 cost. +1 damage.
Turkish guns +1 range. Skirmisher no last upgrade. Pikes no upgrades.
Game eats too mutch battery, like 500mah.
Make play by email and ip.
Thank you for game, its nice.
Some ideas:
1. Terrains with effects.
Hills. +1 range/damage to archers.
Mountains +2 range archers. No attack bonus for cavs, defence vs cav for units that occupy. +1/1 armor for occupying. Movement penalty. Or just camel effect.
Roads: -2/2 armor, +30% damage taken. half movement cost, buildable, destructable.
Forest: hides units(not siege). Penalty to cavalry attack and movement. Anything on forest bonus def & melee vs cav. Cant deploy pikes.
Moat - built by builders (like4 turns ) Heavy, med infantry / cavalry loses movement and attack points on it and recieve slowed status. Siege cant pass. Can be easily destructed by workers or not easily by light infantry.
Swamp/shallow water: heavy inf./cav. cant pass, others -1 move.
Infantry with ladders: put it on walls make them passable for infantry with move (whole turn with attack)penalty. Need 1 for palisade 2 for castle wall. Workers and pikes can change laddered walls into normal.
Rebalance for infantry and cav. strict class either heavy medium or light with hp strictly identical to heaviness and more transparent hp and damage bonus logic. Heavy - 2 movement points. 3 medium. 4 light. Teutonic foot knight heavy. Like church knight but heavier (but lacks healing). Make heavy infantry fearsome, like 4/4 armor and + 50% hp of medium, but bad vs gunners, crossbows. Like double hp from medium.
Make light infantry able to climb walls with turn and some hp loss.
Either heavy/med/light cav. Heavy cav 3 moves. All cav +50 %hp of foot counterpart except special civilisation units.
Ballista 1 shot, +2 damage. Research for additional shot ability with 2 turns cooldown.
Pikeman (upgraded)ability deploys for 2 range. Deploying takes 2 turns. Cav entering range looses movement points (1 unit max per turn), with except for chariots and heavy cav. Archer shooting past upgraded pikeman (not deployed) -1 damage, -10 % hit chance.
Roman infantry ability "formations " to choose turtle, square, pike. Changing takes whole turn.
Elite unit concept: +20% hp, +1 damage, +1/1 armor. Or +1dmg for archers. But + 50% time built. Can be choosen to build.
Concept "facing direction" for units. Bonus for striking back, sides. Change direction at end of move.
Concept "trample bonus damage" depending on path length.
Units with hand guns accuracy from very good to bad depending on infantry/cav speed. Attack type with neglecting armor (pierce) and the more damage bonus the heavier infantry/cav. 2,5times dmg vs heavy units. Handguns drill tech: few units in formation "valley shot" hits all in front direction with like 50% chance to slow down status.
Hand guns shot once per 2 turns, and bad vs anything not heavy.
Split archers , arbalest and crossbowmen into different type, not upgrade. Arbalest and crossbow need direct line of sight to the target(with the exception for garrisoning towers or walls), double damage vs heavy infantry. Crossbow neglects half pierce armor, arbalest 100%. Arbalest and crossbow both available, have 1 less range than archers. Arbalest shoots once per 2 turns. Both cant shoot behind wall.
Doubleshot archer with -1 damage with tech.
Rebalance infantry 700% dmg vs "mega building" thing. Best not use it.
Samurai 3 hits, less damage, but 1 or 2 armor ignore, ability to use unused move after attack, once.
All infantry only +50% dmg vs buildings.
More ram hp, ram burns faster, and penalty vs defender type units. Garrisoned infantry takes 2 damage starting 2nd turn.
Chariots heavy cav. - no bonus vs buildings. Half pikeman bonus, burnable. Can pass through units dealing and recieving damage.
Slowed down status with half move points for next turn.
Bleeding status(axe etc).
Lancer special: adds 20 - 33% damage if path was from 5 to 6 length.
Heavy cav special chance do like +30% dmg if path was 3.
Pikeman first hit ability vs cav. Once per turn. Except for chariots.
Reinforced palisade tech 3-4 turns.
Catapults/trebs shot once per 2 turns.
Towers upgrade to garrison 3. Ballista/catapult takes 1,5 spaces.
Archers can be placed on walls with +2 pierce armor, block melee - tech.
Balance maceman to neglect armor, but less damage. Make one heavy, one light or medium.
Siege takes more space in vagons.
Another idea is to make ability to equip a unit. Weapon, shield, armor and training(little bonus stats + enable abilities) with different costs. Mace(armor pierce/less damage)/axe(bleeding status/less damage)/sword/two-hander, mail/plate, horse/foot.
Also units that will take two squares will look more realistic, like line formation. Two regiments combine into 1 unit for, say hp bonus. And with "face direction" concept you can implement cavalry striking flank, rear for bonus damage.
Add "civilisations" type of game to choose. Will add 1 special unit and disable/ enable techs depending on civ choice.
Example:
China double wall hp. Ballista shoots twice. Starts with masonry. -1 melee dmg. Crossbows ability second shot with 1-2 turn cooldown tech.
British: longbow and double shot(-1dmg) archers. Archers +1 range/damage with special tech 8 turns. Heavy cav 25% costlier.
Scottish: infantry+1 move with two-blader +30% dmg, hp., light infantry ignore 50% armor. Hillblader light unit with area damage up to 3 units. Ladder infantry +hp. Catapults +1 move tech.
French: +20% cav hp. Less good archers. Bayonet tech for handguns vs cav.
Germany: cav w/o forest penalty. Heavy cav 4 moves. Medium infantry +20% hp. Infantry in forest + defence/attack. No light cav upgrade. Archers +1 cost.
Russky: something like units built 1 less turn. -20%hp, -1 armor, except for light units.
Litvanian: heavy units +20% hp. Light units 1more turn to build.
Spanish: handgunners ability + 1 shot with 2turn cooldown, more hp and armor.
Egypt: chariots+20%hp. Archers +1 range in towers. Heavy units 2 turn costlier. Poison archer double poison ability with 1 turn cooldown.
Portugal:
Romanian: special skirmisher transforms into kind of voulger. Skirmishers, slingers 20% hp and damage better.
Bulgarian: medium swordsman that transform to archer similar to roman archer.
Romans: add roman pikeman into garrison, garrisoned units can attack. +1 garrison building.
Byzantine: cataphracts heavy cav with area damage, +1 roman barracks.
Vikings: no heavy infantry, medium +40% hp, infantry +20% damage, light infantry ignore 50% armor, medium 25%. Infantry heals itself for 1 point each turn tech.
Japs: +1 dojo building, add type of voulger there.
Eastern civs all camel in stable 7 turns to build,No heavy infantry. Heavy cav, except elephants, 2turns costlier, Skirmisher no last upgrade. Pikes no upgrades.:
Persian elephants 6 cost. +1 damage.
Turkish guns +1 range. Skirmisher no last upgrade. Pikes no upgrades.
Game eats too mutch battery, like 500mah.
Make play by email and ip.