Unit-System

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patroid
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Unit-System

Post by patroid » Mon May 16, 2016 4:50 pm

Hi,
There already where many different ideas on this game Variant.
But i think we should do this Version a bit different then the others.
Causonly change the Unit Variety May be a bit boring.

So i ask for changing the complete Game system Within the actual programmed rules.
(Means i dont wanna give Daniel a Bunch of work but still wanna have something different)

So here my thoughts:

Unit Training: Units Training As a Combination of a global amount of money and
The Power of worker in each building (turns). This combination would be much more realistic.
Caus it simulates the Money a Nation has And The Things it can do with it.
It would require a smart tactick to not get rich without the possibility to use your money.

Unit Upgrading: Depending on each Nation It would be Possible to train a Start Unit.
Like the Pz 1 for Germany. Then there would be different Buildings where it only would be
Possible to Upgrade 1 Unit itself (Combination of turns and money)

Concrete Example: You get $100 each turn each Tc. You build a Pz1 for $200 in
A Tank construction Building and move it to the Upgrade Building. There u buy a Upgrade for $100 to Transform it into pa pz2 within 2 turns. And so on.. you can only reach a good Unit By Keep your Tank alive and upgrade it few times. So there wouldnt be many global effort Techs.

Why to change the system?!? :

Well in AOS and AOF the Player Wins who gets Most Tcs and ysut need to send his
Superior Bunch of Units against The enemy. The Upgrade Unit system would force You
To Keep your Units Alive, Care for them and not yust send in a bunch of Cheap or few op units.
It would make the Game Much more tactical... but maybe Too slow...idk.


Patroid

(This are yust some thoughts maybe Its Not playable but pls try to understand it.
I hope there are not too many typos (i do Typing faults too often..i know))

Stratego (dev)
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Re: Unit-System

Post by Stratego (dev) » Mon May 16, 2016 7:07 pm

Well in AOS and AOF the Player Wins who gets Most Tcs and ysut need to send his
Superior Bunch of Units against The enemy
i hope this is not true, because that case the whole game is a crap...

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patroid
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Location: Germany, Berlin

Re: Unit-System

Post by patroid » Mon May 16, 2016 7:32 pm

Hi,
No its not exactly Like this.
But in a 1v1 where both player have the same skill level,
The start position decides everything lately.
Most Maps are balanced but in the first tournement
I fought a game where i got 2 TCs and the enemy got 5Tcs
In the first few turns... and we spawned very close to eachother.

(Idk the map name but it was a islands map)

I tryed to Send a worker to other island...got 2 tcs tgere but
Lost with 7vs 2tcs at turn 5 or 7...idk it should be in a post bout the tournement
Somewhere.



Well so summarized.

U need skill, takticks and units but some maps are sometimes too much unbalanced.
And many Advanced Player have a similar taktick where they use
Cannon Towers, Turtle Ship, Catapults Trebuchets And Only
Few Ground Units (mainly Cheap Cav and centurion and CROSSBOW ARCHER and Pikes).
Only In start Phase they use A Large variety.

--> there should be Custom Random Map and Custom Buildable Unit List Option
In a Random Game SetUp.

Patroid

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DoomCarrot
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Re: Unit-System

Post by DoomCarrot » Mon May 16, 2016 7:59 pm

Well, I think that although starting position means a lot, being a good early game player (good with scout units, traps, etc) means almost just as much. Losing one light cav early game can mean more than losing 20 men-at-arms late game, as well as cost you the ownership of multiple tcs.

But yes, the player who secures more tcs by turn 10 or so normally wins unless brought down by an alliance, or unless they do not use those tcs to their advantage well. :twisted:
The day is coming when a single carrot, freshly observed, will set off a revolution.

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COOLguy
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Re: Unit-System

Post by COOLguy » Tue May 17, 2016 2:29 am

I guess if you don't like AoS... :?
Thanks!
Josh

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