Author Topic: Work-to-do-List  (Read 1790 times)

Golkombie

  • Battlemage
  • **
  • Posts: 42
    • View Profile
Work-to-do-List
« on: 12 April 2017, 04:18:41 »
https://docs.google.com/document/d/1v10Jjkcbq7_dBXMJlfvC8y-Nu7S7vrftIy_tsU5NoVE/edit?usp=sharing

A document that dictates what needs to be changed and so based on my experience. Make comments on the document or reply about the contents.
To be honest, I'm just honest..

Carl the Great

  • Technician
  • ****
  • Posts: 149
  • This is the personal text section of my profile.
    • View Profile
Re: Work-to-do-List
« Reply #1 on: 12 April 2017, 04:40:47 »
Looks like a tall order.

Skill-effects can be modified to do an area-of-effect healing for shamans; there is probably no way how to heal units in a long-range.

True, the catapult needs the extra-range, but what about it's effectiveness against defensive buildings? Elephants "dodging" might be a good alternative to arrows cannot pierce their hide/armor while moving.
"Mineral" is a good name, but some mods might add names of other metals for resources.

There have been some misspellings such as the "attack-strength"/strenght" and the Sword-s-man naming, to be honest.

The Indians (Native Americans) do need some remodeling. The Axe Thrower, the two Archers, and Shaman are Tech remodels. Good thinking about sounds, do you think titi's are not appealing or something?

Other than that, still a tall order but good suggestions.
Thanks!  ;)

Golkombie

  • Battlemage
  • **
  • Posts: 42
    • View Profile
Re: Work-to-do-List
« Reply #2 on: 12 April 2017, 17:09:40 »
Haha!

It is a tall order, but things are coming by no matter how slow.

Healing at long range has been a feat accomplished in many other games, so it should be possible for us. I do like AOE healing. It would be nice to see that implemented to one of the faction. Perhaps Egyptian Priests can resort to healing instead of massacring their allies with their splash damage.

@Catapults. In PvP, we don't players to build endless turrets(We also don't want to promote this playstyle in PvE). Instead, we want bloody gory fights to make things interesting. Furthermore, the reduced attack speed on catapults reduces their immediate effect on enemy bases, so players could deal with them more easily. In addition, the weakness of having a moderate minimal range incentivizes players to sortie. These effects should make the Catapult a more manageable unit.

@Elephants. That's not a great excuse to cover up the massive size of elephants. If anything, adding a bit more armor would probably be the better alternative. The current issue is that 30 out 50 arrows would miss the elephant because it moves too fast for its small hit box. It's too hard of a counter against ranged units when it's already very strong against melee units.

I'm pretty sure Titi has his own comments on sound. But hey, its my opinion. I never said it was bad.  ::)
To be honest, I'm just honest..

 

anything