Advanced town centers

Suggestions about the gameplay, the controls, buttons and so on.

Moderator: Endru1241

Post Reply
Stratego (dev)
Site Admin
Posts: 10404
Joined: Fri Apr 25, 2014 9:28 pm

Advanced town centers

Post by Stratego (dev) » Sun Jun 18, 2017 4:30 pm

i have 2 ideas about the topic
1. an upgrade that changes a TC to an advanced TC, and upgraded TC either (a) remains upgraded when occupied by other enemy or (b) "downgraded back" when changes owner.
2. OR on map randomly there are a few advanced TCs that players can run to acquire.

Advanced TC: can be like a faster tc, so things build 1 turn less in the TC or something like this.

User avatar
Detros
Posts: 460
Joined: Sun Dec 11, 2016 12:01 pm

Re: Advanced town centers

Post by Detros » Sun Jun 18, 2017 5:43 pm

Maybe this can be done via building some buffing units around - when there are 3 buffers around TC or when there is 2x2 area of TC and 3 buffers the TC behaves as upgraded. One turn less on all may be too much, depends on how hard it would be to achieve the upgraded status. Possibly Scouts are still 1 turn but all units with odd number of turns are now 1 turn cheaper. That way the minimal amount is still at 2 turns.

User avatar
DoomCarrot
Posts: 3097
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Re: Advanced town centers

Post by DoomCarrot » Sun Jun 18, 2017 6:41 pm

^ I think that is actually a neat idea. Making a tc upgraded if it has buildings around.

Maybe it doesn't even have to be factories? Maybe the player would have to build say, 3 neutral structures (lets say houses or something) within two spaces of the tc? And then the enemy could choose either to destroy the buildings to make the tc normal again, or they could take over the tc without destroying the buildings?

Idk, just brainstorming, upgraded tcs are a cool idea, and there are a lot of approaches to it I think.
The day is coming when a single carrot, freshly observed, will set off a revolution.

User avatar
Detros
Posts: 460
Joined: Sun Dec 11, 2016 12:01 pm

Re: Advanced town centers

Post by Detros » Sun Jun 18, 2017 8:13 pm

My idea about 3 buildings directly next to TC was: either enemy won't destroy them and attack only from one side or destroys one or two of those needed buildings to get more options to attack the town but in this process removes the "upgraded" part of it. If TC is placed next to a wall enemy doesn't have a chance and needs to destroy one of those three buildings to get in.

User avatar
DoomCarrot
Posts: 3097
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Re: Advanced town centers

Post by DoomCarrot » Mon Jun 19, 2017 12:08 am

But would those buildings be neutral, so that a tc could be captured with "upgraded" status?
The day is coming when a single carrot, freshly observed, will set off a revolution.

User avatar
Detros
Posts: 460
Joined: Sun Dec 11, 2016 12:01 pm

Re: Advanced town centers

Post by Detros » Mon Jun 19, 2017 8:42 am

DoomCarrot wrote:But would those buildings be neutral, so that a tc could be captured with "upgraded" status?
Yes. I imagined separate type of buildings called "buffers", not just stables and blacksmiths.

tamtam12345
Posts: 628
Joined: Wed Mar 30, 2016 8:41 am

Re: Advanced town centers

Post by tamtam12345 » Tue Jun 20, 2017 6:31 am

Daniel (the dev) wrote:i have 2 ideas about the topic
1. an upgrade that changes a TC to an advanced TC, and upgraded TC either (a) remains upgraded when occupied by other enemy or (b) "downgraded back" when changes owner.
2. OR on map randomly there are a few advanced TCs that players can run to acquire.

Advanced TC: can be like a faster tc, so things build 1 turn less in the TC or something like this.
I think 1 is better because in 1v1 game,first player to move have big advantage to get more towns.Option 2 will make this adv bigger if no. of towns is "few".

1b) may depends on tech "stealing"?

Dan301002
Posts: 324
Joined: Thu Apr 13, 2017 2:54 am
Location: ?????

Re: Advanced town centers

Post by Dan301002 » Fri Jun 30, 2017 10:05 am

How about a tech that make the city fortified? Fortified city add a little armor to units inside your town to soak up damages. Destroyed when enemies take over the city. It can help you defend your town a little bit, especially when you are in the middle of map.
Currently exploring the wonder of dimension.

User avatar
Puss_in_Boots
Posts: 2855
Joined: Fri Apr 21, 2017 1:23 am

Re: Advanced town centers

Post by Puss_in_Boots » Fri Jun 30, 2017 2:35 pm

It should also increase healing by 50% to make it more tactically useful in a game.

Also it should be able to research the same thing as advancement centers because they are advanced town centers.
RED, WHITE and BLUE!

User avatar
Alexander82
Posts: 7110
Joined: Thu Feb 26, 2015 8:18 pm

Re: Advanced town centers

Post by Alexander82 » Sat Jul 01, 2017 11:31 am

What about using the "capital" logic? Any player can have a capital that builds units twice as fast (or with a bonus dependant on number of controlled tcs) and can build any unit.

If another player take this tc it will become a normal tc but that player will gain a certain amount of money couriers (like sacking the capital).
Players who have lost their capital can choose a new one. Players that have a capital can change their capital once in 5 turns.

This way you might "risk" your capital by putting it near the frontline (building strong units in a few turns and having them ready on the battlefield) or keep it safe behind (but having their best units built far from the frontline).
Age of Fantasy design leader

User avatar
DoomCarrot
Posts: 3097
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Re: Advanced town centers

Post by DoomCarrot » Sat Jul 01, 2017 2:03 pm

That is a cool idea actually. Capitals should also be able to garrison like 6 units then probably, to make them more defendable than a normal town center.
The day is coming when a single carrot, freshly observed, will set off a revolution.

User avatar
Alexander82
Posts: 7110
Joined: Thu Feb 26, 2015 8:18 pm

Re: Advanced town centers

Post by Alexander82 » Sat Jul 01, 2017 6:10 pm

Also we might implement it together with the advanced town center mode (that give a lower bonus, like -1 building time) and when captured gives a lower amount of money couriers

Only an advanced town center can be chosen to become the new capital

Another option when taking an advanced TC and/or a capital from your enemy is this one:

You might choose Sack or Conquest

If you choose to sack a capital you receive 2 money couriers worth 4 turns each and the capital becomes a basic TC
If you choose to sack an advanced tc you receive 2 money couriers worth 2 turns each and the advanced tc becomes a basic TC
If you conquest a capital you receive 2 money couriers worth 2 turns each and the capital becomes an advanced TC
If you conquest an advanced tc you don't receive any money courier but the advanced tc stay as it is
Age of Fantasy design leader

User avatar
MightyGuy
Posts: 2089
Joined: Mon Sep 05, 2016 10:03 am
Location: Isengard, Middle Earth

Re: Advanced town centers

Post by MightyGuy » Sat Jul 01, 2017 8:51 pm

all techs can able to research for example swordman to broadswordman tech
A.K.A SacredNut

Post Reply

Return to “Gameplay & UI”