Are the upgradable outposts fun? Suggested balance/funfactor change

I think this would be doable with minimal work.

I think I have to ask this question seriously- I know Brad/Derek said no more mechanics added, but I'm asking for a subtraction here, or a change to a current mechanic.

 

I think the current system is kinda micromanagey, and I almost never use them because they're so irritating.  That part is much better than the old system, and why I think you haven't heard that many complaints.

 

My suggestion:

 

keep the outpost flipping mechanic, though that may have to be revisited, I've seen outposts flip without being captured.

dump the stables/consulate effects entirely.  Stables gone period, consulate effect should be a building for lvl 4 towns.

 

Instead of specific outpost improvements, have levels of outposts.  Easier to manage

Level 1 outpost: no bonus

Level 2 outpost: 100 materials/50 mana for Procinipee.   Works as a warden on "weak" monsters, spawns a lvl 1 town militia if attacked Small bonuses to troops in the ZOC

Level 3 outposts: 200 materials/100 mana:  Warden on "medium" monsters, spawns lvl 3 town militia if attacked, medium bonuses in ZOC

Level 4 outposts: 500 materials/250 mana: Warden on "strong" monsters, spawns lvl 5 town militia if attacked.  Huge bonuses in ZOC.

 

Anything think this is a good idea, bad idea, any modifications needed?

 

3,011 views 6 replies
Reply #1 Top

well someway i like the some of the actual system features, like different bonuses following tech etc

what is wrong right now is the balance as usual between bonuses

 

also i m still unsure of what should be outpost role in the game... defendable or not? hard to decide

Reply #2 Top

I have to agree that they are kind of micromanagey.

 

You could also centralize their improvements by having them be something you build in the settlement they are associated with, or linked with something you built at that settlement. That way, if you build that improvement in the settlement, you know all your outposts connected to that settlement will have that advantage, as well as any future outposts you build.

 

It would also be nice if you could get your town to build roads to your outposts so you could reinforce them quickly.

Reply #3 Top

When I remember to upgrade them, I use Consulate and that's about it.

EDIT:  I use High Tower sometimes.  I used Warden once, but it didn't work so what's the point?

Reply #4 Top

I have to put them between the cities and the capital. To remove 15% unrest. This is important at the beginning and at any stage of the game. Need to do the first than to build bell towers and etc. 

And yes. Now it may seem that they are not interested. But when  add multiplayer, opinions change. 

Reply #5 Top

It's not that the outpost upgrades are unfun.  I find the upgrades completely useless as far as I'm concerned.  Unless I want to pepper my entire empire with upgraded outposts (which is unlikely) for attack/defense bonuses.  Which is a waste of a pioneer in most cases.

Reply #6 Top

I think they're sort of cool. I use them to set up effective frontiers at choke points. However some games have no choke points and obviously they are wasted then. High tower is my most used upgrade for that reason.

The upgrade to resist monster attacks comes way too late in the game, by the time I get that there aren't any left. I never built it.