For me the towars were good the way they are, until I read Pizza's post
And really, there are players out there which rely on this way of fighting , they decide to let the enemy attack their base so that they can many kills by towerkills and the effect of buildingblocking . I think this way of playing should be counterable. At the moment you can only counter it if you are a better player than the defender. But what if both have about the equal skilllevel ? Then the attacker has no way to counter the defenders gameplay... you can only hope that he´ll starve to death
I'm glad I rarely see such playstyle, yet it must be terribly annoying. I guess the catapult might be good asset at such point. Player probably won't build it before such scenario happens. Let's sumarize the way I see catapults. (and balistas while we're on it)
- Workshop building the same as TPR, but preferably closed after building, or bringing wares on demand would be more like it.
- Both cost 10 steel, 10 wood
- Both ammunition instead of hunger. Let's say each can destroy around 3 towers begore get's refiled by : catapult: 10 stone / balista: 10 wood
- Starts not refilled? (quicker production - you can refill it on it's way to the enemy since serfs are faster)
- Catapult shoot only at buildings with range of archers (10 is it?) And it's damn good at it, like erasing them. 5 shoots and good bye tower - which give us 15 shoots before refiling.
- Balista whave range of 15 instead, (if archers are 10), against units it has only strength of x-bowman, maybe little stronger. Assuming the cost no-one would have more thantwo - 30 iron for 3 superx-bowman is madness. However! The unit might be great for harassing units - behind he tower line. Crosbowman strength is crap, but it can kill enemy archers camping behind the towers one by one ; ) Refilling let's say after 50 shoots. Also - capable of destroying building, like... let's say 15 shoots for a tower.
On the side note. The problem with KaM is it has no teritory control whatsoever. While I think it's best part of strategy games, and KaM sadly lacks it - unitl now. I think we should give the players more scripted maps (guess what -> like King of the Castle
) What also might work are similar to Sado's Conquest capturable buildings in the middle, just during standard building game. Giving various wares directly to the storehouse, from wine to weapons. Just kile capturing mines in Heroes. --> Even better, waresshould apear not in storehouse but in Marketplace - giving it additional purpose with flavour. (who wouldn't fight for single stable giving a horsie every minute?)
Playing without a goal seams futile for me since we have so much great options.
Apart from weak no_pro gameplay, I'd like to share with you single replay to show the potential and suspence such mod create. It was game with random guys, but was probablly my bigest fun up to this point. And we could implement similar scripts on every popular map.
For more bloodthirsty of you, have no fear - most of the games still end up in eradicating enemy town, but when the game is stalemate, the real fun begins.
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Puny lords starving your subjects, such weakness, shame on you...