Suggestion: Traits and units

Hi,

Is it just me, or is the number of negative traits for unit design going down? I saw around 3-4 in 0.87, and now 1 in 0.912

I'd like to suggest:

1. More negative traits please. I'd like the ability to create cannon fodder that cost almost nothing to recruit.

2. Upon every 2 levels for UNITS, I'd like there to be a screen for you to select a trait.

3. Turn Pioneers into a trait. I.e. allow you to design your own pionneers. I tried editing their design then saving it, but what came out was a pioneer wannabe that can build roads?!?

 

Now the second one will definitely cause steamrolling issue to worsen, however, like I've said many times, solutions are out there to fix all of it.

5,203 views 5 replies
Reply #1 Top

Re: 1

We tried that, it broke the game. Also, any unit will take 3 seasons, so not much point. Plus, units are already cannon fodder. A level 1 unit needs to have much more health. I like to add 10Hp to all units. I think the decision is to make this idea a faction difference decision. Magnar get slaves, which are essentially as you suggest. They are about what we had in .86 with Weak and Conscript on a unit. It is a great thing to add ideas like this as a faction specific thing. It allows for more ideas to be used and combined. 

 

Re: 2

Do you mean trained units? The whole design scheme for trained troops is that they have less potential than heroes. This would make them that much more powerful and they are already far more superior. I think we need more balance to the game before something like this can be considered. Have you tried training Sions? They work much like a mix between heroes and trained units. This could be an interesting area for faction difference. Maybe Umber should be able to do as you suggest, but no one else. That could certainly make them unique. Or perhaps Altar. They seem the type to have entire armies of heroes from all human nations.

 

Re: 3

That is a bug. I agree Pioneer should be a trait. Makes alot of sense. It would be nice to have some Pioneers that can lightly defend themselves, but cost more. I think the current direction is to make them units that need protection, but cost no wages. Either way adds something interesting to the game. Honestly I would like the current design better if the AI was competent at protecting them and keeping them out of large armies. Wait and see I guess.

 

Reply #2 Top

1. Interesting, how did it break the game though? All I did back in 0.86 was make the troops early game have worthless attack, and accuracy, while not touching their health. This made them excellent fodder, and costed only 0.1 gildar per week.

Downside of them is that, an army of them... can't even take on a single group of Militia.

So to me, it is fairly balanced.

2. I thought about that. What about this:

Every Traits the units can unlock, have a Positive, and a Negative, which partially cancels each other out, but are of different aspects. Essentially Specialization traits.

i.e.:

A. City Warfare: +25% attack and defence when fighting for or against a city. -25% initiative, attack, and defence when not.
B. Forest Warfare: +25% initiative, and attack when fighting in forest terrain. -25% defense and initiative when not.

C. Dragon Slayers: +50% attack and defence when fighting against dragons. -25% initiative when not, -5 gildar per turn.

etc

Reply #3 Top

To be honest, unit levels are superior allready, units unlevelled have no use, and unit's with levels gets super tanky, so not sure we need nr 2. It would be interesting though, but then again, If that should be applicateable i should be unlocked through a trait or such, so It wont be "All my silly units"....

Sincerely
~ Kongdej

Reply #4 Top

Quoting Kongdej, reply 3
To be honest, unit levels are superior allready, units unlevelled have no use, and unit's with levels gets super tanky, so not sure we need nr 2. It would be interesting though, but then again, If that should be applicateable i should be unlocked through a trait or such, so It wont be "All my silly units"....

Sincerely
~ Kongdej
End of Kongdej's quote

 

Perhaps, cut the amount of health gained per level by a large amount?

I dislike the current leveling system for units. They gain way too much health imo.

Reply #5 Top

I agree that having much more health for level 1 units is an excellent idea, Sean.

 

Perhaps, even if not as something for everyone, we can incorporate that into a specific faction and/or unit type?