A pocketful of observations
Posted: Sun May 03, 2020 11:28 am
Sorry for posting up en masse, Endru, but all these are small issues barely worthy of separate posts, and won't take as much of your time all rolled into one
Possible balancing issues...
1) Ornithopters only take 1 damage from axe throwers and cannon ships. Is this deliberately like that to require archery units to counter? Just seems odd that a couple of stones can bring them down, but a hefty axe or a cannonball doesn't even scare them.
2) Rams only deal base damage to watchtowers (I guess because they are classed as structures, not buildings). Deliberately so? If yes, I can understand why.
3) Chariots - you can't see into an enemy chariot to see what (or even, if anything) is being carried. Personally I feel even stealth units should be visible in a chariot...it is an open vehicle and there is nowhere to hide
Also, unlike a ram or wagon with an individual unit inside, if a chariot dies, so does the unit it is carrying. (If this is to simulate the wreckage of a fast moving vehicle, then fair enough - but I just wanted to flag it up).
Couple of little problems to tweak...
4) A high castles trebuchet attack can target an invisible enemy stealth unit.
5) I seem to have this weird glitch where if I drag a square to select multiple units, I can no longer access my castles menus until I leave game and relaunch.
6) Had a strange experience the other day where a well placed wolf hole killed my wagon with a ram and lancer inside. The ram teleported back to where the wagon started from and survived...surely I should have lost everything inside the wagon in this instance?
7) New upgrade changes that apply extra speed (ballista & ram) or extra actions don't apply in the turn the research is complete, but the turn after (or possibly at the end of the players turn, which amounts to the same thing).
8) (Happened a long time ago, may have been adressed since) one fight involved my workers desperately trying to repair a castle that was being hurt badly until I could counter. Down to about 200 / 1000, I completed Masonry. This ADDED 500hp straight on to my battered castle (700 / 1500) - maybe saving my castle. Should the extra third of max HP instead be scaled onto current hp instead, giving 300 / 1500... seems fairer to me than an immediate "gift" of 500.
And one suggestion...
9) Can we have a "disable production" button for factories and TCs? It would make population control when at the limit a whole lot easier?
I know these are all quite small issues, but I also know how serious you guys are about constantly improving the game. Thanks for all your hard work
Possible balancing issues...
1) Ornithopters only take 1 damage from axe throwers and cannon ships. Is this deliberately like that to require archery units to counter? Just seems odd that a couple of stones can bring them down, but a hefty axe or a cannonball doesn't even scare them.
2) Rams only deal base damage to watchtowers (I guess because they are classed as structures, not buildings). Deliberately so? If yes, I can understand why.
3) Chariots - you can't see into an enemy chariot to see what (or even, if anything) is being carried. Personally I feel even stealth units should be visible in a chariot...it is an open vehicle and there is nowhere to hide
Also, unlike a ram or wagon with an individual unit inside, if a chariot dies, so does the unit it is carrying. (If this is to simulate the wreckage of a fast moving vehicle, then fair enough - but I just wanted to flag it up).
Couple of little problems to tweak...
4) A high castles trebuchet attack can target an invisible enemy stealth unit.
5) I seem to have this weird glitch where if I drag a square to select multiple units, I can no longer access my castles menus until I leave game and relaunch.
6) Had a strange experience the other day where a well placed wolf hole killed my wagon with a ram and lancer inside. The ram teleported back to where the wagon started from and survived...surely I should have lost everything inside the wagon in this instance?
7) New upgrade changes that apply extra speed (ballista & ram) or extra actions don't apply in the turn the research is complete, but the turn after (or possibly at the end of the players turn, which amounts to the same thing).
8) (Happened a long time ago, may have been adressed since) one fight involved my workers desperately trying to repair a castle that was being hurt badly until I could counter. Down to about 200 / 1000, I completed Masonry. This ADDED 500hp straight on to my battered castle (700 / 1500) - maybe saving my castle. Should the extra third of max HP instead be scaled onto current hp instead, giving 300 / 1500... seems fairer to me than an immediate "gift" of 500.
And one suggestion...
9) Can we have a "disable production" button for factories and TCs? It would make population control when at the limit a whole lot easier?
I know these are all quite small issues, but I also know how serious you guys are about constantly improving the game. Thanks for all your hard work