Shards and Key Resources

I was just reading a post in the PC gaming section about Warlords II and Warlords Battlecry.  This caused me to remember the beauty of Battlecry's resource capture model.  In Battlecry, you had to move a special unit near the resources and channel for a while to gain control of mines.  Because the current owner could see this action (i.e. fog of war lifted due to resource ownership) they had ample time to respond to this hostile takeover.

I'm not suggesting Elemental directly copy this mechanic.  However, if the action used to takeover an enemy shard or resource required several turns the defending player could respond.  This would remove one of my biggest compliants with AOW where resources would constantly flip-flop.  As I've stated in other threads, as long as units have upkeep players will not defend resources by garrisoning troops nearby.  Therefore, it takes time to respond.

5,712 views 6 replies
Reply #1 Top

Well, there's always the Total War method, which means that as long as a unit is garrisoned in a place, instead of roaming the field, it's upkeep is free. (The problem in total war was that it was only 4 units for a huge city, and 1 for a small one, making it pretty useless. Though I guess cheaper is good).

 

Reply #2 Top

MoM had a fairly effective method of dealing with resource protection. If you melded a magic node using a Guardian Spirit rather than the more basic and cheaper Magic Spirit, the node would effectively be guarded by an invisible unit that has become one with the node. As far as I know, there was no more upkeep for the spirit once it had melded.

I don't really know how resources are captured in Elemental, so I can't comment on how a similar feat might be achieved. But if anyone can think of something, it will be in this forum, which to me is a resource captured by the player Stardock. What is the upkeep I wonder?

*EDIT - How about a group of Pioneer Bravos? Rather than simply being consumed by the resource, they set up and man a perimeter defense that is difficult to take down early in the game, and that is also upgradable. Given that they are guarding a resource, that resource should be able to maintain them, or at least 80% of their upkeep once they have been 'consumed' or affixed to that resource. Someone else can come up with a better unit type name than 'Pioneer Bravos'.*

 

Reply #3 Top

Omeganeer

Reply #4 Top

Quoting Tasunke, reply 3
Omeganeer
End of Tasunke's quote

Not bad. Something like Pio-engineers, or Stronghold Pioneers might also work. *taste tests* Still needs something though.

Is it currently possible to build a city around a resource, thereby encompassing it within the city proper?

Reply #5 Top

Well as long as unit upkeep isn't exponential, it's not a big deal...early in the game upkeep forces you to choose between sending large forces to war, or guarding your resources..... later in the game however, a group of 10 guys to guard a valuable resource shouldn't cost much at all....

Reply #6 Top

Unit upkeep is not exponential (or even arithmetic sequence) ... it is simply linear, and will probably even get *cheaper* as tech increases.

City upkeep is Arithmetic sequence however, and will probably only get more expensive as the Cities get bigger (city size) + more people.