Fixes to in-game tech tree and related
Posted: Thu Nov 20, 2014 6:11 pm
(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.
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.