Siegfried, your example is set in the enemy front line territory obviously? so the defender already lost his ground , but that doesnt mean that he should be able to hide behind his towers forever? do not forget also the cost of those catapults, those 3 or 4 catapults would cost around 10-8 xbow men. a full squad of xbow, so the attacker is already at a disadvantage, even more so if the catapult will have to replenish its rock supply every 5 -7 shots.
The screenshot was not made of an actual map. It's purpose was to show an catapult abuse line when their ranger is bigger than tower range.
You're right about the cost. But why then introduce a catapult that can be abused when you could just add these costs to the tower? Make them expensive to build and you will unlikely face a tower wall. A few towers to defend your main buildings can still be maintained.
No, the defender should not be able to hide forever. Hiding between towers is lame and no fun at all. I agree on that, that's why I take part into that discussion and try to find solutions. It's the catapult that I think is a bad solution. There are others.
The screenshot shows that catapult will promote that lame gameplay. With a catapult instead of a tower. And that's not the gameplay that I'd like to see in the game.
I belive that by the time the catapults are built and are brought forward to the battlefiled and destroyed all the towers, the defender should have had enough time to build more army .
It's good to have a defensive building. In my opinion, troops are meant to be offensive. You should do attacks with them.
Troops waiting between towers don't attack, I dislike this.
But if you can take down a tower without risk it's just a delay and has no defensive power any more. This leaves the game without any defensive building, so you have to put even more troops for defense. This worsens the situation instead of improving it.
Also I do not think that the defender should be relying on towers killing enemy units rather buying enough time so that if he is on the bad foot , will have some time to build more army.
I agree in consideration of the offensive power of towers. But we cannot make towers useless, because they have a defensive meaning, too. And in the defensive role, they absolutely should be able to kill enemy units. In my opinion, a defensive tower should not just be a delay.
Also Siegfried, I invite you to compare the cost of those towers to the cost of those catapults and tell me your cost
We absolutely agree on that point. It's a matter of cost.
It's our conclusion that differs. I suggest that we increase the cost of a tower to make it unlikely to build a massive tower wall. Because, as we've said, it comes down to the cost in the end.
I guess we are reaching the end of our discussion.
So I suggest the next testing release should increase tower cost. Let's try it and see how it works. It's even less work than introducing the catapult. And don't forget that an implementation of the catapult in the suggested way will use the sprites, so they are not available for later implementation any more.