New Structure Ideas

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lacicada
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New Structure Ideas

Post by lacicada »

Hi everyone! I am currently working on a dream campaign for everyone to enjoy. Until that is ready I have some ideas that I think could make the game for challenging and enjoyable.

Here are some new structure ideas that I believe will be a great addition to the game.

1) Ground Spikes: (of course artillery and vehicles are unaffected by these) the effects could be either A) damaging infantry and cavalry as they pass over them, B) blocking cavalry completely, or C)they slow down the unit for one turn
-these spikes would be built by the workers
-very low cost
-their effect would last one turn

2) Infirmary: A building that will house only infantry units, where they can be healed over time.
-should have a capacity of two
-a unit is fully healed in two turns
-units inside will be locked until they are healed

3) Worker's Camp: An unlockable upgrade that will automatically produce workers
-produces workers at 3 turns
-produces a foreman at 5 turns, who has samurai ability to do two actions
-only one foreman per worker camp

4) Pit or Booby Trap
-Imagine a worker digging pits to sabotage enemy artillery units
-workers could also save their own equipment from enemy pits
-They could be disguised as ordinary terrain to the enemy, but show up as red squares to you... and if you make the mistake of putting your own unit there then they will fall too!
What do you think?> These are things I would enjoy using, especially the defensive structure like the spikes. If we could have more traps then this game would be more fun, especially when dealing with catapults or trebuchets.
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patroid
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Re: New Structure Ideas

Post by patroid »

Like them.
ejm29
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Re: New Structure Ideas

Post by ejm29 »

Me to :D
"I don't care who I have to step on on my way down."
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balint
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Re: New Structure Ideas

Post by balint »

I like them too.
This is Hungary and winter is coming.
max-damage
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Re: New Structure Ideas

Post by max-damage »

Pretty cool...the pits have been mentioned in the forums before, though...
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...
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COOLguy
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Re: New Structure Ideas

Post by COOLguy »

They're great! Does the worker camp seem OP to anyone? Does it produce workers indefinitely? (I mean it's like the other factory structures, so I think it's fine.)
Thanks!
Josh
max-damage
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Re: New Structure Ideas

Post by max-damage »

It doesn't seem op, but what are the individual costs? Also, since the infirmary is basically a small hospital/clinic and unit healing is its only function, maybe it's capacity should be 4 units...
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...
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ollie444
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Re: New Structure Ideas

Post by ollie444 »

Good ideas!

However,

I don't see the point of an infirmary-

> Most structures already heal units inside them
> Churches can heal units outside of it
> I would rather do this than lock a unit in an infirmary for 2 turns

+ However it would allow some kind of advantage for big-health troops...

Overall, your other ideas are better!

I look forward to your campaign
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patroid
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Re: New Structure Ideas

Post by patroid »

Please make a different topic for every idea
With stats and how it works...

Patroid
lacicada
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Re: New Structure Ideas

Post by lacicada »

ollie444 wrote:Good ideas!

> Churches can heal units outside of it
I did not realize that!! That is a great thing to know! Well I shall be changing up some of my strategies now.
robertolosada
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Joined: Sat Mar 07, 2015 6:31 pm

Re: New Structure Ideas

Post by robertolosada »

Hi, I am a player of Age of Strategy, and I am writing to suggest a new idea. My idea is to do a door instead a wall that it is as a normal wall, but it can be cross only by the alies and the creator of this structure.
Bye
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Alexander82
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Re: New Structure Ideas

Post by Alexander82 »

I like the infirmary but it should hold more units, it should also be some sort of place to store damaged units at your base without blocking your fresh units
Age of Fantasy design leader
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DoomCarrot
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Re: New Structure Ideas

Post by DoomCarrot »

lacicada wrote:
ollie444 wrote:Good ideas!

> Churches can heal units outside of it
I did not realize that!! That is a great thing to know! Well I shall be changing up some of my strategies now.
WOOOAH WAIT WHAT!?!? :shock: :o
The day is coming when a single carrot, freshly observed, will set off a revolution.
max-damage
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Re: New Structure Ideas

Post by max-damage »

DoomCarrot wrote:
lacicada wrote:
ollie444 wrote:Good ideas!

> Churches can heal units outside of it
I did not realize that!! That is a great thing to know! Well I shall be changing up some of my strategies now.
WOOOAH WAIT WHAT!?!? :shock: :o

that's what healers are for...they're trained in churches...
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...
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RiverRaider 1097
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Re: New Structure Ideas

Post by RiverRaider 1097 »

Pretty sure Church can heal unit empty though! With no healer around can't it ?
and remember,wherever your at,there you are
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COOLguy
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Re: New Structure Ideas

Post by COOLguy »

Yes, the building itself can heal units around it.
Thanks!
Josh
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RiverRaider 1097
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Re: New Structure Ideas

Post by RiverRaider 1097 »

By the way COOLguy, awesome ideas up top!
and remember,wherever your at,there you are
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COOLguy
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Re: New Structure Ideas

Post by COOLguy »

Why thank you ;) though Jon gets the credit :)
Thanks!
Josh
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