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Re: KaM Remake gameplay balance
You are right, all my changes are becouse I thought that you dont want do this simple change or I thought that is impossible to do this (It has beed discused many times, so I lost my hope for this change) ..
If it is possible, so it may be the Best solution for shield units..
Your excellent diagram that connects all the unit types together made it seem like the best solution, since archer vs melee balance is the only missing piece of the puzzle

and guys, what do you think about more cavalry on battlefield? I think that is very important .. becouse more cavalry = more Lancers and Pikes..
1. cavalry is good solution for countering foot shield units (in this moment, is very hard to have passable group of cavalry, for efective countering, but polearm units are very easy way everytime on every maps)
2. if will be axefighter and swordsman "back in the game" ... players are needing effective counter, this mean usable cavalery..
3. it is over and over again. ... > archers, shield infantry > polearm infantry > cavalery > archers, shield infantry > ...

I think there will naturally be more cavalry as you said, which will result in more lances/pikes, which results in more infantry, and so there should be nice balance of all types of units

This all needs thorough testing of course, after the public release we can implement this change and privately (like RCs) test how it goes in order to have it tested/balanced for the release after this one. We'll also look at other balance changes such as reducing bowmen aim time (as Jero suggested) and maybe some other stuff.