Nomadic camp

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godOfKings
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Nomadic camp

Post by godOfKings » Fri Nov 22, 2019 6:25 am

A structure to train nomadic units
Carry capacity: 3
Spell: tranform to caravan
Current ideas:
nomadic footman
Nomadic archer
Nomadic horseman
raider
fire archer
nomad worker
Mongolian horsearcher
Tech: Upgrade to mongudai

Speciality: Can transform into a wagon/caravan of sorts, the wagon will have 3 speed and all stats will b same, while it is wagon its production will b stopped, this wagon can also move through forest but cannot carry siege units, the main flavor of nomads is that they migrate, so u have a migrating factory building :)

but this factory only makes units specialised in raiding and pillaging
can be built on forest tiles
Last edited by godOfKings on Fri Nov 22, 2019 6:45 am, edited 4 times in total.
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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godOfKings
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Re: Nomadic camp

Post by godOfKings » Fri Nov 22, 2019 6:29 am

its an old idea connected to this warriors of the east
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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Endru1241
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Re: Nomadic camp

Post by Endru1241 » Fri Nov 22, 2019 7:01 am

The idea is great, although it would need extensive testing to make sure it works.
But I disagree with any kind of additional workers. And with training them on factories for war units.
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godOfKings
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Re: Nomadic camp

Post by godOfKings » Fri Nov 22, 2019 1:55 pm

This worker cannot make siege units, only siege mantlet and more nomadic camp, mainly they specialise in attacking enemy base from flanks but very weak defensively and currently no anti cav unit (the siege mantlet is for fire archer) if anyone focuses only on nomads he will lose to aggressive opponents who make high HP heavy units
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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Endru1241
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Re: Nomadic camp

Post by Endru1241 » Fri Nov 22, 2019 2:07 pm

It's recerse actually - If this worker would only be needed for nomad camps, then there is absolutely no reason to build more than one - laborers are perfectly capable to finish building.
I just don't see sufficient justification to create new unit - it's only one building.
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godOfKings
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Re: Nomadic camp

Post by godOfKings » Fri Nov 22, 2019 2:14 pm

But the camp can make this worker in regions where there is no tc, don't forget it can move through forests that cannot b moved by wagons so it will take too long to send laborers far away
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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Re: Nomadic camp

Post by godOfKings » Fri Nov 22, 2019 2:15 pm

U r only thinking of overall gameplay, not the very specialized use and flavor of this camp, its not for open field maps
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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Endru1241
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Re: Nomadic camp

Post by Endru1241 » Fri Nov 22, 2019 2:43 pm

So You say his only specialization is being buildable by factory.
If any unit capable of building things will be trainable in factories -it will be used for building catapults.
That is the reason I'm so against normal factories building workers.

And if nomad camp wouldn't be able to train nomad worker, then nomad worker is useless.
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makazuwr32
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Re: Nomadic camp

Post by makazuwr32 » Fri Nov 22, 2019 2:52 pm

Than what about nerfing catapult's primary damage but increasing catapult's bonuses to buildings so it will do same (or close to) damage to them?

In aof we already made this change.

This will make catapult spam not so op in general and it would be more profitable to build other buildings/units as well.
Last edited by makazuwr32 on Fri Nov 22, 2019 4:19 pm, edited 1 time in total.

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Re: Nomadic camp

Post by godOfKings » Fri Nov 22, 2019 3:35 pm

hmm u r right, purpose of nomad worker was to have easy access to workers in places it is difficult to send wagons, not help in making siege,

so we can make it not affected by ambidextria tech,
have same mend rate as laborer (7)
same stats as laborer

or we can make another factory for making workers, there was an accepted suggestion i think
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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Re: Nomadic camp

Post by godOfKings » Fri Nov 22, 2019 3:50 pm

ah found it, but its in wrong topic lol, can u put it in structures? @Endru1241
shovel

if this is implemented (along with upgrade of worker) then there is no reason to nerf nomad mend rate or weaken nomad camp
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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Endru1241
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Re: Nomadic camp

Post by Endru1241 » Fri Nov 22, 2019 4:00 pm

makazuwr32 wrote:
Fri Nov 22, 2019 2:52 pm
Than what about nerfing catapult's primary damage but increasing catapult's bonuses to buildings so it will do same (or close to) damage to them?

In aos we already made this change.

This will make catapult spam not so op in general and it would be more profitable to build other buildings/units as well.
We are discussing AoS right now. Catapult main damage is 22 (lowered from 33), but I left aoe damage at the same level - 11.

godOfKings wrote:
Fri Nov 22, 2019 3:35 pm
hmm u r right, purpose of nomad worker was to have easy access to workers in places it is difficult to send wagons, not help in making siege,

so we can make it not affected by ambidextria tech,
have same mend rate as laborer (7)
same stats as laborer

or we can make another factory for making workers, there was an accepted suggestion i think
If we do it, then nomad worker once again looses it's niche.
That's why I'm against any new workers - it just complicates things.
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godOfKings
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Re: Nomadic camp

Post by godOfKings » Fri Nov 22, 2019 4:05 pm

its ok, historically nomad didnt survive in their old life style of pillaging for long, they either disappeared in the annals of history, or became more civilised (like mongols conquering and settling in china) its a specialised tactic in large forested map for early gameplay, we can even design skirmish maps giving nomads an edge
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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makazuwr32
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Re: Nomadic camp

Post by makazuwr32 » Fri Nov 22, 2019 4:20 pm

Endru1241 wrote:
Fri Nov 22, 2019 4:00 pm
makazuwr32 wrote:
Fri Nov 22, 2019 2:52 pm
Than what about nerfing catapult's primary damage but increasing catapult's bonuses to buildings so it will do same (or close to) damage to them?

In aos we already made this change.

This will make catapult spam not so op in general and it would be more profitable to build other buildings/units as well.
We are discussing AoS right now. Catapult main damage is 22 (lowered from 33), but I left aoe damage at the same level - 11.
I meant "aof" ofc, sorry.

We have lowered there damage of catapults down to 16 at max level and 12 at base.

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