[0.95] Wardens

I do like the new outpost upgrades, though a few seem of little use, to me.  One, however, really bugs me.  The Warden.

 

Per the last beta changes, we were told:

 

Added the Warden Outpost upgrade- Monsters won't enter the outpost's ZoC
End of quote

 

Won't, or won't sometimes?  And if sometimes, what use is it?  I find that the warden outpost doesn't stop plenty of of visitors who have come to drop by, have a chat, and destroy my various buildings.  My suggestion, for what's it worth: raise the cost significantly, and make it impenetrable to wandering neutrals.  Or just do away with it.

4,409 views 6 replies
Reply #1 Top

Id rather it goes away, I don't like that it makes the outpost immune to neutral monsters, which in my head is the job of your army, replace it with an upgrade that gives the outpost a 3 militia garrison meaby? :S, or a weak guardian statue. Would be much nicer IMO

Thanks for bringing it up Glazunov

Sincerely
~ Kongdej

Reply #2 Top

Quoting Kongdej, reply 1
Id rather it goes away, I don't like that it makes the outpost immune to neutral monsters, which in my head is the job of your army, replace it with an upgrade that gives the outpost a 3 militia garrison meaby? , or a weak guardian statue. Would be much nicer IMO

Thanks for bringing it up Glazunov

Sincerely
~ Kongdej
End of Kongdej's quote

 

My pleasure.  I can see some kind of magical device or spell that frightens, placates, or convinces "dumb" neutrals to go away, but leaves intelligent enemies unaffected, but I have no problem with removing it altogether and shuttling troops to the site.  The only problem then is the sheer cost of their maintenance, but that's actually a good thing: it helps curb outpost spam.  You then ask yourself, "Do you really need that outpost there, punk?  And there, and there?  It comes down to meaningful choices.

Reply #3 Top

Quoting Glazunov1, reply 2

My pleasure.  I can see some kind of magical device or spell that frightens, placates, or convinces "dumb" neutrals to go away, but leaves intelligent enemies unaffected, but I have no problem with removing it altogether and shuttling troops to the site.  The only problem then is the sheer cost of their maintenance, but that's actually a good thing: it helps curb outpost spam.  You then ask yourself, "Do you really need that outpost there, punk?  And there, and there?  It comes down to meaningful choices.
End of Glazunov1's quote

That's actually why I prefer wardens to go away, not because I can't use them, but because I think they're a bit "too" automatic. I would understand an improvement to save the outpost from the random lone wolf or lone bandit.

Sincerely
~ Kongdej

Reply #4 Top

I added the masterscouts ability to warden with much success. Before I did so wardens were hit or miss. Now they seem to make monsters run away from me. I like it as a choice, but it should cost more labor and be 100% effective. I am also adding a few spell towers that you can build at an outpost for a large mana cost. They cast a spell on enemy units at the beginning of combat. It is pretty much a firewall for your outposts. That might be worth adding to the vanilla game in place of warden.

Reply #5 Top

Quoting seanw3, reply 5
I added the masterscouts ability to warden with much success. Before I did so wardens were hit or miss. Now they seem to make monsters run away from me. I like it as a choice, but it should cost more labor and be 100% effective. I am also adding a few spell towers that you can build at an outpost for a large mana cost. They cast a spell on enemy units at the beginning of combat. It is pretty much a firewall for your outposts. That might be worth adding to the vanilla game in place of warden.
End of seanw3's quote

 

Agreed, it should cost more.  It should be a choice you really have to think about, and it should soak players for cash which, if we've been doing things correctly, is flowing in quickly in the midgame.  The large mana cost for spell towers: a one-time charge, or with maintenance? 

Reply #6 Top

I like a one-time charge. The less we add to the mana upkeep micro the better.