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Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 08 Jan 2012, 10:06
by Kridge
Hmm, i wouldn't say only ranged siege equipment. That would be unrealistic as some people would say.
Anyway, I did some more research and the cost should maybe be more like this: 5 wood, 4 skins, 3 iron. That would make sense. And a recruit, obviously.
Maybe loose the idea of the tower specialisation, but the ram gives you an advantage, since you can attack the building, make it go down fast and put archers on it as well, since you won't loose troops anymore, because of their arrows.

Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 08 Jan 2012, 11:33
by GreatWhiteBear
Not only ranged, but ranged as a start.
I'd say the construction(production) time of siege equipment should also be longer.

Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 08 Jan 2012, 12:17
by batoonike
How about a catapult that can only attack buildings
needs to be reloaded at home (or by serves)
stores 20 stones
1 stone per shot
kills tower in 5 shots
100% accuracy (in order to not hit manpower accidentally)
range of something like 13.99, if archers have 10.99.
built at axemaker's house, since we already have so many buildings it's hard for new players
needs a reqruit, 5 timber and a minute or two to be built
has 3 health, 0 defense.

Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 08 Jan 2012, 12:26
by FeyBart
How about a catapult that can only attack buildings
needs to be reloaded at home (or by serves)
stores 20 stones
1 stone per shot
kills tower in 5 shots
100% accuracy (in order to not hit manpower accidentally)
range of something like 13.99, if archers have 10.99.
built at axemaker's house, since we already have so many buildings it's hard for new players
needs a reqruit, 5 timber and a minute or two to be built
has 3 health, 0 defense.
That would pretty much be under powered. I'd say: Make it reload slower.

Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 08 Jan 2012, 12:48
by GreatWhiteBear
Reload slower, but give it splash damage, 50damage against structures and 5health

Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 08 Jan 2012, 14:03
by batoonike
You mean it has 5 health?

Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 08 Jan 2012, 14:47
by GreatWhiteBear
yes, thats what I said.

Re: Ideas - New Units ahttp://www.gond Buildings (Brainstorm

PostPosted: 08 Jan 2012, 22:39
by Guest
This is nice Joke by "Vas". ;)

Image

Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 08 Jan 2012, 22:50
by GreatWhiteBear
thank you captain obvious
seen that !!!over 9000!!! times
Catapult shoots guy in the back of the head.

Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 09 Jan 2012, 17:07
by batoonike
yes, thats what I said.
Yeah I figured first "it has 50 damage vs buildings, 5 health" as "it has 5 health damage vs units" and posted the question. Then realized it is obviously not the case. Can't delete posts here.

Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 11 Jan 2012, 15:37
by Kridge
How about a catapult that can only attack buildings
Ok, good idea
needs to be reloaded at home (or by serves)
Hmm, I'm not sure.
stores 20 stones
Hmm, again not sure. Maybe make them shoot 5 times, with like 2 seconds break in between shooting, but when he shoots those 5 stones, he has to reload for over 10 seconds. Then he starts shooting again and has 2 second breaks.
1 stone per shot
Of course.
kills tower in 5 shots
Hmm. Maybe to fast. Even if we did it your way, you would be able to kill four towers. Fast.
100% accuracy (in order to not hit manpower accidentally)
No. They should hit some of them.
range of something like 13.99, if archers have 10.99.
I can't judge, because I have no idea about these sort of technical stuffed proposals.
built at axemaker's house, since we already have so many buildings it's hard for new players
If you mean the axe that Militia carry: NO. There was already a building in TPR that was used to build this siege equipment.
needs a reqruit, 5 timber and a minute or two to be built
What about iron? The rest is ok. You need iron for a lot of things when building a Catapult. And it makes them expensive as well.
has 3 health, 0 defense.
I can't judge, because I have no idea about these sort of technical stuffed proposals.

BUT, I'm not sure about the Catapult, or Ballista. In my opinion, my quick sketch where the recruit is pushing the Catapult, is not the ultimate solution. There might be a better way to fix it.
I'm still enthusiastic about my Battering Ram.
Let me summarize this, please.

Battering Ram
Siege Equipment
Cost: 5 timber, 3 iron, 2 hides.
Speed: 0,50/0,75 compared with for example militia.
Attack: Is only able to attack buildings, but does great damage to them, for example like 25 health.
Defense: Undamaged by ranged equipment. Vulnerable to melee units. Is able to survive 2 stones from the towers (because of the hides, no specialty).
Advantage: Is able to kill buildings in situations like under my text, and when they're protected by (cross)bowmen, no melee unit will be able to kill them.
Disadvantage: Slow, so when chased by any other melee unit (especially mounted units), they are killed in almost every situation.

Situation (Advantage)

Archer....Building........Archer
Archer....Building........Archer
Archer....Building..BR...Archer
Archer..........................Archer
Archer..........................Archer

The (BR) is the Battering Ram. The (Building) can be every building. The archers on the left are enemies, the archers on the right are your troops.
Normally, the militia spam wouldn't work here, because they would be slaughtered by the archers of the enemy.
If you don't know what I mean, tell me and I will create an example in the Map Editor.

Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 11 Jan 2012, 16:08
by Encaitar
I don't like a catupult that cannot hit soldiers. That sounds really unrealistic! But the battering ram sound ok to me. If it can be made balanced, it would be quite handy because it's easier to put down the towers. Nowadays i find it difficult to attack someone with many towers. Such a ram could solve the problem.

Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 11 Jan 2012, 20:52
by caykroyd
Battering Ram
Siege Equipment
Cost: 5 timber, 3 iron, 2 hides.
Speed: 0,50/0,75 compared with for example militia.
Attack: Is only able to attack buildings, but does great damage to them, for example like 25 health.
Defense: Undamaged by ranged equipment. Vulnerable to melee units. Is able to survive 2 stones from the towers (because of the hides, no specialty).
Advantage: Is able to kill buildings in situations like under my text, and when they're protected by (cross)bowmen, no melee unit will be able to kill them.
Disadvantage: Slow, so when chased by any other melee unit (especially mounted units), they are killed in almost every situation.

Situation (Advantage)

Archer....Building........Archer
Archer....Building........Archer
Archer....Building..BR...Archer
Archer..........................Archer
Archer..........................Archer

The (BR) is the Battering Ram. The (Building) can be every building. The archers on the left are enemies, the archers on the right are your troops.
Normally, the militia spam wouldn't work here, because they would be slaughtered by the archers of the enemy.
If you don't know what I mean, tell me and I will create an example in the Map Editor.
I would say it shouldnt be UNVUNERABLE to arrows, just take very very little damage. I think it MIGHT work out, because of its defense against arrows. (H)

Comparing to militia:
Militia: Die easily by arrows, so even if they charge the towers, most will be dead b4 getting to the building and wasting the rocks. Charge makes some rocks miss. Extremely cheap to make.

Ram: Hardly suffer damage at all from arrows. Two rocks from towers, ram is dead (so in that sense is similar to militia, because militia will make the rocks miss while ram has defense against them). Very Expensive to make. :|


So overall, you would have to make a LOT of rams to be able to storm a town, something like 7-10 for each tower you attack. But that is quite fair, as the enemy (even if he has a hell of a mob of archers) wont be able to slay your rams, unless he sends out melee/cavalry, and that wont help also, because you will have melee troops defending your ram (if you dont, you are stupid :D) and then it will come to brute force to see who has most troops and the best troops (:

THATS MY OPINION. If anyone care to oppose me, or find a hole in all my chain of thought, well, thats up to you finding one :P

Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 12 Jan 2012, 09:03
by Encaitar
Comparing to militia:
Militia: Die easily by arrows, so even if they charge the towers, most will be dead b4 getting to the building and wasting the rocks. Charge makes some rocks miss. Extremely cheap to make.

Ram: Hardly suffer damage at all from arrows. Two rocks from towers, ram is dead (so in that sense is similar to militia, because militia will make the rocks miss while ram has defense against them). Very Expensive to make. :|
Wait a second, kridge wrote three rocks, ram is dead:
Ram is able to survive 2 stones from the towers (because of the hides, no specialty).

Re: Ideas - New Units and Buildings (Brainstorming)

PostPosted: 12 Jan 2012, 11:06
by Kridge
Comparing to militia:
Militia: Die easily by arrows, so even if they charge the towers, most will be dead b4 getting to the building and wasting the rocks. Charge makes some rocks miss. Extremely cheap to make.

Ram: Hardly suffer damage at all from arrows. Two rocks from towers, ram is dead (so in that sense is similar to militia, because militia will make the rocks miss while ram has defense against them). Very Expensive to make. :|
Wait a second, kridge wrote three rocks, ram is dead:
Ram is able to survive 2 stones from the towers (because of the hides, no specialty).
Yes. You saw that correctly.