Elephant Speed Boost CLOSED

Put here any ideas, suggestions about unit or structure properties.
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Puss_in_Boots
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Elephant Speed Boost CLOSED

Post by Puss_in_Boots » Mon Jul 03, 2017 5:44 pm

For realisms' sake, the Elephants should have a speed of 4. This speed makes it less vulnerable to agile early game archers, and especially the Mongolian horse archer. This makes it less vulnerable to conversion because it can destroy the healer, priest, or missionary before it gets in range, or if it missed. It will be able to catch up on infantry or follow in line with them without creating as much traffic. They will be also unable to move into wagons. They will also be a viable unit for and destroying siege weapons.

This will make players fear elephants more, and make more converting units, and their own elephants which almost nobody uses. I only did once to push back heavy amounts of infantry where catapults were not available.

It actually did work out well. :D

Have any other ideas please share!
Last edited by Puss_in_Boots on Fri Apr 20, 2018 8:06 pm, edited 1 time in total.
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Dan301002
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Re: Elephant Speed Boost

Post by Dan301002 » Tue Jul 04, 2017 2:08 am

Puss_in_Boots wrote:For realisms' sake, the Elephants should have a speed of 4. This speed makes it less vulnerable to agile early game archers, and especially the Mongolian horse archer. This makes it less vulnerable to conversion because it can destroy the healer, priest, or missionary before it gets in range, or if it missed. It will be able to catch up on infantry or follow in line with them without creating as much traffic. They will be also unable to move into wagons. They will also be a viable unit for and destroying siege weapons.

This will make players fear elephants more, and make more converting units, and their own elephants which almost nobody uses. I only did once to push back heavy amounts of infantry where catapults were not available.

It actually did work out well. :D

Have any other ideas please share!
Elephant had much health tho, adding its speed will making it too overpowered. (And a campaign with many elephant enemies will be too hard) :?
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Puss_in_Boots
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Re: Elephant Speed Boost

Post by Puss_in_Boots » Tue Jul 04, 2017 2:32 am

Yes, I do worry about the campaigns being overly difficult, but they should be very challenging to kill, they are elephants afterall..

We could could decrease it's durability or health down to 70.

It's still enough to be deadly and difficult to kill.
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tamtam12345
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Re: Elephant Speed Boost

Post by tamtam12345 » Tue Jul 04, 2017 2:43 am

I think speed 4 is not realistic.To make more people use elephant,increase % of resist conversion may be better.

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Re: Elephant Speed Boost

Post by Puss_in_Boots » Tue Jul 04, 2017 2:48 am

But some maps rely on their conversion, and I am very sure an elephant can out run any human.
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Re: Elephant Speed Boost

Post by Puss_in_Boots » Tue Jul 04, 2017 2:55 am

Since unit conversion does represent switching beliefs, I think we can make them 50% harder to reason with and make them speed 3 to attack slingers, Mongols, etc.. without problem if they struck they are in range of the Elephants's movements, have hp 80 because I think 120 is too much.

Is that okay?
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tamtam12345
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Re: Elephant Speed Boost

Post by tamtam12345 » Tue Jul 04, 2017 2:59 am

Puss_in_Boots wrote:But some maps rely on their conversion, and I am very sure an elephant can out run any human.
Yes,you are right.

I think hp 80 is quite low.Few Pikeman can kill it easily.120 is suitable.
Hmm...maybe have a upgrade in blacksmith to increase speed to 3 and add some % to resist conversion ?

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Re: Elephant Speed Boost

Post by Puss_in_Boots » Tue Jul 04, 2017 3:09 am

How about this idea: They start off as armored elephants that can only walk because they have too much weight with speed 2, 1 armor/ 1 armor pierce, and 20% resist.

Researched at 2 turns they can get light elephants with no armor, and 20 health decrease, and 3 speed. This way it depends on play style.

A tech researched at 6 to give them 30% more resistance.
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Alexander82
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Re: Elephant Speed Boost

Post by Alexander82 » Tue Jul 04, 2017 11:24 am

then it would make sense to make 2 different units (a light elefant and a heavy elephant)
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Puss_in_Boots
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Re: Elephant Speed Boost

Post by Puss_in_Boots » Tue Jul 04, 2017 2:17 pm

Hm, yeah. The war elephant will be the armoured variant, to keep the maps around the intended difficulty level, while they still become more useful to the players. The new elephant will be named, "Light Elephant."
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Re: Elephant Speed Boost

Post by DoomCarrot » Thu Jul 06, 2017 2:26 pm

Honestly, I think elephants have their uses still. I use them from time to time, they just tend to only be used by players with enough turns/patience to build an army of them. Similar to spartans.
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Detros
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Re: Elephant Speed Boost

Post by Detros » Thu Jul 06, 2017 11:04 pm

If you want a fast elephant, load it in Transporter.

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Re: Elephant Speed Boost

Post by Puss_in_Boots » Thu Jul 06, 2017 11:12 pm

Detros wrote:If you want a fast elephant, load it in Transporter.
Not realistic. :|

The elephant should be useful on its own as well. Since it does cost 7 turns.
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Re: Elephant Speed Boost

Post by Stratego (dev) » Fri Jul 07, 2017 5:37 am

i agree the need someting.
speed 3 with a "lephant training" tech sounds fine, coolguy?

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Re: Elephant Speed Boost

Post by DoomCarrot » Fri Jul 07, 2017 9:51 pm

That would probably be good.
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Re: Elephant Speed Boost

Post by Devang » Fri Nov 03, 2017 11:27 am

Stratego (dev) wrote:i agree the need someting.
speed 3 with a "lephant training" tech sounds fine, coolguy?
Elephants are faster than human so they must be having speed 3 initially and if it gives them an extra edge ,pikemen are always there to take them down.

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Re: Elephant Speed Boost

Post by Devang » Wed Nov 08, 2017 12:04 pm

Elephants armoured or unarmoured are anyway faster than humans. So, there's no point for upgrading elephant speed to 3 but it should be 3 or 4 initially.

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