Re: "Where are the scouts?"
Where are the scouts? in the rubbish shoot
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Moorbach's Guard
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Any suggestion to slow any mechanic in KaM even further is a bad idea in my opinion.
Any suggestion to slow any mechanic in KaM even further is a bad idea in my opinion.
Moorbach's Guard
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Joined: 15 Apr 2012, 12:11
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Scout really needs to comeback to the game, and the only thing i agree with Thunder is that we can't leave scout as he is now, he should be changed into something better.Any suggestion to slow any mechanic in KaM even further is a bad idea in my opinion.
Moorbach's Guard
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Scouts can appear only if you build 3 (not even 2) or more stables
Moorbach's Guard
Posts: 1044
Joined: 15 Apr 2012, 12:11
KaM Skill Level: Fair
Location: In the Market
that problem is not in their late appearance.
So, we have one option - vovets' suggestion - make Scouts faster.
make Scouts cheaper
PT can't be normal
We both agree that something should be changed, no need to write in every post about it.
But would need a new stable mechanism to do this and maybe new horse animations too:S? From this point of view complicated.
Maybe a stable with Red roof would be the easiest?
I agree with vovets when it comes to unit usage and that Scouts are only used when player can't make any more knights (no more iron on map). I also agree with his previous post, when he wrotes step by step about every unit and how it is used in a certain game time. All type of units except Scouts can be seen at 60 PT game and they will be more or less effective. But because of long production chain for Scouts (corn, horses, leather, axes, shields) and their lower attack and defence than Knights, they are not worth making.
So, we have one option - vovets' suggestion - make Scouts faster. I suggest second option - make Scouts cheaper via making horses for them cost less (3 corn) and making those horses (only for Scouts) bit faster. Right now with one Stable functioning at 30th minute, we're gonna have about 15 horses. With 3 corn cost it should be around 19. By making it a bit faster we could achieve above 20 Scouts, which is pretty good imo (all with only one stable). It should open a possibility to make leahter-focused build, where you have around 30 Scouts (with 2 stables, and still you need only 2 swine farms to make such amount of leather) around 15 lances (as a support) and around 30 Xbows (for PT there would be only 1 Armor smithy and 1 weapon smithy needed to have such an amount), making such build an interesting counter for standard Swords-Knights-Bows combo.
There are many options. But here I would ask why not the knights be slower? I mean normal walking speed is 1, knights be 1,25 and the scout stay 1,5. Something like this. I don't know these parameters in the source code. (maybe 1-1,5-2? )So, we have one option - vovets' suggestion - make Scouts faster.
Moorbach's Guard
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I write it here for the 3rd time: because then storming infantry will catch this knights. Do you really want to watch this?
Well, The knight doesn't really have weakness. They are quite good in everything without real enemy. Scouting, Flanking, Tanking, Manoeuvring, Dancing- and not in the Viennese Waltz type of dancing:D, but who knows, true?I write it here for the 3rd time: because then storming infantry will catch this knights. Do you really want to watch this?
Even pikes are not enoguh good vs them in every case. Last time have seen 6knights vs 6 pikes ...0 knight dead vs that group of pikes...Okay lots of depends of the formation and situations... but really the knight from an aspection seems really universal troop(not cheap one of course). So I could imagine a speciel weakness to them. Then maybe scouts would be better option for dancing even if has less shield than a knight.
So I would not delete this slows down option either from the list. Even if then the knights would be bit more catchabe.
Moorbach's Guard
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Joined: 15 Apr 2012, 12:11
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