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[0.86][Suggestion] Outposts need defenders

[0.86][Suggestion] Outposts need defenders

While the creation of an outpost provides a maintenance-free method of capturing vital nodes without promoting city spam, I feel that they are not well-integrated with the defense systems of the game. In addition to this, they are extremely fragile and static particularly when compared to cities. 

Case in point: defenders that are stationed on the outpost are still rendered on the overland map (unlike city-positioned units which are not rendered when garrisoned in the city). This is a strange inconsistency, in my opinion. I have several possible suggestions for outposts that are not mutually exclusive.

 

1. Use the same garrison system for outposts as is used in cities. For instance, allow up to nine units to garrison an outpost just like within a city. Also, do not render the units when garrisoned, as is the style in cities.

 

2. Give outposts automated defenders, just like the militias that spawn with cities. A common problem with outposts is the ease at which they can be taken. By adding defenders to an outpost that are automatically spawned, the commonplace problem where roaming small mite armies can destroy your outposts without hassle can be alleviated. 

 

3. Allow outpost upgrades. I have only played several hours of the game, but it appears that outposts do not have upgrades that enhance their abilities. I think that an upgrade system could make them more durable. Such upgrades could be balanced by an up-front gildar cost or maintenance fees. 

 

 

17,836 views 35 replies
Reply #26 Top

The important part isn't the militia, what we need is a zone of control.

We should be able to upgrade outposts into forts, costing us maintinance but protecting an area of 3x3 and increasing the sight range. This would allow us to defend borders against AI's spamming armies of cheap troops.

Also it awesome and makes sense, passes historically were gaurded, something we cant do with the guard command.

 

Reply #27 Top

Yes, that quote error is indeed in error, and ironic, as you are not of that line of thinking.

Personally, I think the ability to "garrison" outposts is the only thing that need by changing. Don't make the units 'disappear' mind you, but don't have them cluttering the 'active unit' list on the left either.

Reply #28 Top

How would you implement zone of control? Saying that 4 move armies must be stopped at the end of their turn next to the fortress?

I agree that line of sight is important ... I suppose ZoC could be important to prevent enemy use of roads.

 

Do land armies not already have ZoC on the strategic map?

Reply #29 Top

Quoting Stupidity10, reply 26
passes historically were gaurded, something we cant do with the guard command
End of Stupidity10's quote

Passes were also choke points.  You can currently hold choke points (either actual passes or land bridges) with a single stack or a single outpost.  What you seem to want with a series of 3x3 zone of control is not something like a fort at the pass but more akin to the Great Wall of China.

Reply #30 Top

I would settle for 2x2 but wasn't sure how that could be implemented as an upgrade. Guess you could just choose a direction to expand the fort in.

So ya just an upgrade that increases an outpost size to 2x2 and increases range.

Reply #31 Top

I think 3x3 ZOC fortresses should have at least 1 maintenance :ninja:

Reply #32 Top

I'd like to see a once-off specialization option for outposts. i.e. pioneers build outposts as usual, then when you click on an outpost you have a once-off option to specialize the outpost. Additional outpost specialization options are unlocked with research successes.

The options shouldn't be just military in nature:

  • fortified: adds to defense of stationed units
  • research: gives a small percentage bonus to research to connected city
  • healer: stationed units are fully healed after a season
  • trade hub: gives a small percentage bonus to gildar to connected city
  • scouting: increases sight radius by +2
  • harass: enemy/monster units adjacent to outpost have a maximum (strategic) movement speed of 1
  • focus (shard type): grants +25% efficiency to spells of associated type (e.g. fire) when cast within sight radius of the outpost
  • dedicated training (various): unlocks additional unit traits for units built in connected city

Aside from outpost specialization, there should be outpost targeting enchantments. For example Arcane Eye.

Reply #33 Top

Quoting Vallu751, reply 24
What would the single militia actually accompish?
End of Vallu751's quote

Winning against scouts and pioneers?

Reply #34 Top

Simple approach would grant outpost optional  defence by the nearest city they are connected with through roads. If under attack, ask the player if he wants to defend and then select which of the city guards to be sent. After the battle those could be "on the road" (and therefore out of the game) for the rest of the round, so it would temporarily weaken your city defence.

Reply #35 Top

The only thing a military outpost needs to have is the possibility to garrison troops inside it and a small defence bonus when compared to "wandering" troops. This would allow the outpost to accomplish it's MAIN functions, namely: zone of influence, keeping an eye on the enemy, protecting mines/shrines and harassment of enemy scouts/pioneers. Anything more than this, and we are talking a different structure.