How about some changes to Outposts?

Considering the AI does not seem capable of upgrading Outposts, I suggest that we do away with the upgrade paths and simply apply a certain set of bonuses to them.  How about a set Offensive and Defensive bonus of 25%, and maybe have them already have a zone of control like the high tower upgrade which is 3 squares?  You could also have them reduce enemy movement by 1, which seems fair.  I think this would help make games a bit more interesting.  I often upgrade outposts at choke points and they really do a number on the AI.

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Reply #2 Top

Quoting GFireflyE, reply 1
.just make the AI capable of upgrading Outposts.
End of GFireflyE's quote

 

This is a better idea imo. Might be hard to make the AI decide which Outposts are worth upgrading though.

Reply #4 Top

I agree that allowing the AI to upgrade them is the best solution.  However, I kind of wrote off the idea of the AI being able to upgrade outposts at this point since it has never been implemented even after our repeated requests.  If the AI can't do it, I'd rather that the player can't too.  Giving a fixed bonus within the zone of control for an outpost seems to be a decent fix.

Reply #5 Top

What i'd really, really like to see... is a new Output upgrade "Guardhouse" or something.... that makes the Output spawn a couple of units of Militia defenders, and for the AI to make use of it (as well as the player obviously!).

Now that would be great.

:)

Reply #6 Top

I didn't know the AI was incapable of this. While I realize this is a less-than-satisfying solution, you can choose simply not to use upgrades yourself, if you feel it is worth it in the name of balance. That's essentially the exact same as not being able to, as you request. Obviously, this needs to prioritized for patching, though.

Reply #9 Top

Quoting Fezziwig, reply 4

I agree that allowing the AI to upgrade them is the best solution.  However, I kind of wrote off the idea of the AI being able to upgrade outposts at this point since it has never been implemented even after our repeated requests.  If the AI can't do it, I'd rather that the player can't too.  Giving a fixed bonus within the zone of control for an outpost seems to be a decent fix.
End of Fezziwig's quote

 

My idea I suggested many times in the past was instead of individual upgrades , just have outpost levels.  That would have been simpler for the AI to handle, and less micro for the player. Maybe 3 levels of outposts.

 

 

Reply #10 Top

Quoting Alstein, reply 9



Quoting Fezziwig,
reply 4

I agree that allowing the AI to upgrade them is the best solution.  However, I kind of wrote off the idea of the AI being able to upgrade outposts at this point since it has never been implemented even after our repeated requests.  If the AI can't do it, I'd rather that the player can't too.  Giving a fixed bonus within the zone of control for an outpost seems to be a decent fix.


 

My idea I suggested many times in the past was instead of individual upgrades , just have outpost levels.  That would have been simpler for the AI to handle, and less micro for the player. Maybe 3 levels of outposts.

 
End of Alstein's quote

I tossed that idea out some time ago too. However, it was never really determined as to what the best way was to obtain those levels. Experience seems like the obvious choice because of the other mechanics in the game....but how? Obviously not populations. Perhaps turns....though that would mean there is no way to speed up leveling?

I would recommend 5 levels to the outpost.....keep it in line with cities. ;)