Author Topic: Balance changes  (Read 689 times)

claymore

  • Guest
Balance changes
« on: 8 January 2011, 11:52:08 »
We've played quite a lot of games now, so we should be able to make some informed changes in this department for the big 3.4 release. Thanks to olaus and his fantastic tech trees for making this so much easier.

I suggest we try out these changes. I haven't tested them yet, but to me they seem sensible.

Unrelated faction changes:
  • Rename Blacksmith to Armory for some factions for variety.
  • Capitalize all unit and upgrade names.
  • Set Battle Machine's default attack to arrow. Maybe make it cost energy to use?

Catapult: regenerate 1->0
Why does it regenerate? Although it would be nice if mechanical units could be repaired.

Snake: food cost 1 -> 2, armor type leather->organic
Snake is powerful with nice splash, and really easy to spam.

Scarab: gold cost 150 -> 170, armor 23->40, attack 180->230
Scarabs are much less used than snakes. Let's make them useful!

FlyingValkyrie: HP 1650->1400, speed 480->350, attack speed 110->90, attack 270->240
Way overpowered compared to its brothers Ibis and Thunderbird.

Evil Dragon: attack splash-radius 1->3, greatly improve upgrade speed, regeneration 3->2, strength 450->550, HP 1700->1800, Dragon: regeneration 3->2
Evil Dragon can't even beat its pre-morph form in a fight half the time, it's an expensive upgrade and it takes a long time to complete. Its attack also looks like it should be hitting quite an area.

Fire Golem: speed 50->70, attack 200->300, stone 250->350, gold 250->350, splash-radius 0->1, HP 2000->1600
Compared with Magic Golem, it doesn't have an energy limit, and is much easier to build. A slight speed boost and an improved fire attack make it more useful offensively, but reduced HP makes it less useful defensively. These changes also make it more interesting and distinct.

(Indian) Axe Thrower: gold 180->140, HP 700->900
Compared with norse axe thrower, clearly much worse value.

Axe Indian: gold 180->140, HP 700->1000
Same issues.

Totem: HP 11000->7000
Not sure why it has so much HP, is that so it takes longer to build? In any case, 11000 is far too much I think, much more than any other building.

Thunderbird attack 250->360
Should have the strongest attack of its brothers. It's a pain to produce, more expensive, and with a much slower attack.

Snake Basket and Defense Tower: Wood 250->200, Sphinx: splash 4->3
Snake Baskets are presumably more expensive because Magicians are much more able to defend themselves when building them, but it's clearly one of the worse defensive structures. It lacks splash and an ability to attack air units like the Sphinx, but it's the same price.

Also, Sphinx has massive splash. More than any other unit.

Flying Carpet: regenerate 2->5, attack type energy->magic
Magician: attack type energy->magic
Flying Carpet is almost exactly the same as Ornithopter, except Ornithopter is much better against other air units. As for his attack type, he is supposed to be a magician. This has no difference to damage anyway, magic and energy have the same multipliers for all armour types. Which is a bit boring in itself.

Guard: gold 150->125
Swordsmen are more attractive infantry throughout in my opinion, and compared with anubis warrior, the guard's clearly worse.

Air Ballista: strength 200->450
Compared to air pyramid, much worse. Also bear in mind that air pyramid attacks 180/70 times as fast. This levels the field a bit.
« Last Edit: 8 January 2011, 12:00:13 by claymore »