(first post!)
I've been playing AoS for a few weeks and have noticed a few things that don't make a lot of sense to me. Most of what I have issue with is already addressed here in the forums, but I had a couple thoughts that I haven't seen posted about already:
The in-game tech tree (the research-able techs):
There are a few techs that don't seem to have any application or use. I don't spend time researching them and I usually pick them up from other players when taking their TC's. What all do they do? (Writing, Town Patrol, come to mind). I think the right thing to do is chain other useful techs to these techs. I.e. In order to build advanced weapons (halbards, broadswords, heavy cavalry), you must have Writing.
From the start, your workers have the ability to build all building types with the only restriction is the limit of buildings equal to the number of TC's. I think some of these buildings should be tied to techs that must be researched first. In addition, better "versions" of these buildings can be built after further levels of research: buildings that either build stronger units OR build the units faster (never both, player must choose!).
Another type of tech would be specializations for units. The caveat here is if you take one specialization type, you can't have the other. The example is: Melee defense. If I take this (which improves defense against melee attacks for all ground units), I can't also take Missile defense (which improves defense against missile attacks for all ground units). These can be graded: level 1, level 2, etc. where each level is a little better than the previous level.
The same concept can be applied to the masteries provided by the blacksmith shop. If I choose missile master, I lose the ability to research sword mastery.
Alternatively, have two different types of blacksmith buildings - one that specializes in sword/melee, and a fletcher that specializes in missile weapons. Either way, you must have town patrol and writing to build these buildings.
Fixes to in-game tech tree and related
Fixes to in-game tech tree and related
I'm nobody! Who are you? Are you nobody, too? Then there's a pair of us -- don't tell! They'd banish us, you know. - Emily Dickenson
Re: Fixes to in-game tech tree and related
All the technologys do somthing. (Long hold on them) or go to the upgrade page, press on the technology, and then press more. This will show the the effect. 
"I don't care who I have to step on on my way down."
Re: Fixes to in-game tech tree and related
All technologies have an in game effect. For your examples, Town Patrol increases the sight range of your structures and Writing allows you to view your allies vision (so this one will be useless if you are not on a team). The only technology that does nothing in the random game is Machinary. This is required to build a Gatling tower which is temporarily disabled.
Some of your specialization ideas are already in place and more are being implemented via the Blacksmith and also technologies such as i.e. knight--> heavy knight.
Check out the New Upgrades section of this forum to see more of them and enjoy the game!
Some of your specialization ideas are already in place and more are being implemented via the Blacksmith and also technologies such as i.e. knight--> heavy knight.
Check out the New Upgrades section of this forum to see more of them and enjoy the game!
Thanks!
Josh
Josh
Re: Fixes to in-game tech tree and related
Okay, I spent the time to see what the techs actually do. From a game-play standpoint, some still seem to be meaningless in my experience. Aside from that, I still believe that several techs need to be built upon others that aren't presently. Writing should be a pre-req for several other techs but right now it's not a pre-req for anything.
I'm nobody! Who are you? Are you nobody, too? Then there's a pair of us -- don't tell! They'd banish us, you know. - Emily Dickenson