Toxic brambles — ARCHIVED

Post Reply
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Toxic brambles — ARCHIVED

Post by Sunrise Samurai »

Upgrades from spikey bush, 6 turn research
Hp 50
Power 12
Armor 2
Pierce armor 10
Add poison weapon and first strike.

Not much change, but slightly higher stats. First strike makes sure it does it's job of hurting attackers, and poison makes it do its job well.
The glorious sun rises again
User avatar
Puss_in_Boots
Posts: 3211
Joined: Fri Apr 21, 2017 1:23 am
Location: New Jersey

Re: Toxic brambles

Post by Puss_in_Boots »

We might want to await update on this post.
http://www.ageofstrategy.net/viewtopic. ... 5880c6fec9

Alternatively we could make this a new unit for elves with better countering capacity,but the defensive measure must still be researched if people really want it for 4 turns, and it will cost 4 turns.

We could still discuss about it becoming an upgrade of the current elven walls using statistic increase figures, but I'd like to keep our options open.
OLÉ
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Toxic brambles

Post by Sunrise Samurai »

Ok, I'd say wait to see on stats, though it's still best to just make it an upgrade to the existing wall. 4 turns is wasteful to make a wall when 5 turns would get a parapet. Still, first strike is a must have for counterattack buildings, and I think poison works well here.
The glorious sun rises again
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Toxic brambles

Post by Alexander82 »

We can rebalance stats but all walls are useless right now unless we seriously revamp them

My idea was to add an aura of armor for nearby building and units so there is actually a point in building a wall instead of a tower.
Age of Fantasy design leader
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Toxic brambles

Post by Sunrise Samurai »

I've actually seen some use out of orc walls in confined spaces, like the map "the mansion" Otherwise, yeah. Not much use in building walls.
The glorious sun rises again
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Toxic brambles

Post by Alexander82 »

It is still better a tower
Age of Fantasy design leader
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Toxic brambles

Post by Sunrise Samurai »

Maybe it would be a simple solution to give walls 3x or 4x health at their current costs. That would hopefully be easy enough to make them worthwhile.
The glorious sun rises again
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Toxic brambles

Post by Alexander82 »

Maybe. If walls might actually stop arrows they would really be a must
Age of Fantasy design leader
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Toxic brambles

Post by Sunrise Samurai »

Each wall should be unique, only sharing the commonality of being the most durable buildings short of castles.
The glorious sun rises again
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Toxic brambles

Post by Alexander82 »

I don't think they should be too different either.

All should give some protection to nearby units and have something specific

Example:

All gives a 0.25 to both armors in a range of 5

Elven walls have damage on counter

Human walls might give extra armor thanks to human architecture

Undead wall might add vanishing to near units or heal eating corpses

Orc walls might give a decent regeneration for units inside
Age of Fantasy design leader
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Toxic brambles

Post by Sunrise Samurai »

0.25 to both armors? I'd say range 3 though, not 5.

That's kinda what I meant by each one unique. I should also point out that orc walls act as gates as well, since they can hold troops.
The glorious sun rises again
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Toxic brambles

Post by Alexander82 »

Yeah. Because having walls was a downside for orcs. For orcs was just a way to die inside their own bases being outranged and unable to go out of their base.
Age of Fantasy design leader
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Toxic brambles

Post by Sunrise Samurai »

What exactly did you mean by 0.25 anyway? Is that a percentage, or what? And orcs actually have decent ranged options at least now, but I like the ability to enter their rock piles anyway.

Undead walls: maybe give it gravedigger ability, but s longer cooldown? It would seem to be taking corpses from itself at that point. While I like the ability to heal from corpses, it's immobility makes that impractical at best. Useless at worst.
The glorious sun rises again
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Toxic brambles

Post by Alexander82 »

Just a partial point of armor. 4 0.5 makes 2 point of armor
Age of Fantasy design leader
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Toxic brambles

Post by Sunrise Samurai »

Ahh. Stackable. I'm assuming it doesn't apply to other walls though. Radius 3 definitely works best there, though I think that settles a lot of the issue of archers shooting over walls anyway. This would make walls much more worthwhile, and help make defense more important. Currently, I consider this a game that rewards aggressive play over building a defense. In fact, in most occasions, if someone is attacking your base, you've already lost, since that means they control a significant chunk of the map. If defenses were stronger, it would give that some chance to turn around, though not enough I suspect.
The glorious sun rises again
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Toxic brambles

Post by Alexander82 »

Yeah. Obviously if you don't gain extra armor walls should defend at least from ranged
Age of Fantasy design leader
User avatar
Puss_in_Boots
Posts: 3211
Joined: Fri Apr 21, 2017 1:23 am
Location: New Jersey

Re: Toxic brambles

Post by Puss_in_Boots »

This concept is a great game changer for very defensive styles of gameplay.

Aura buildings and wall auras would definitely encourage players to build fortress or town resembling bases.
OLÉ
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Toxic brambles

Post by Alexander82 »

Exactly
Age of Fantasy design leader
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Toxic brambles

Post by Sunrise Samurai »

Since these are for everyone, as well as the aura building sets, could we have them added as a side category for voting? I'm sure they will get votes pretty quickly, but might take some time to implement.
The glorious sun rises again
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Toxic brambles

Post by makazuwr32 »

Archived.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
Image
Post Reply

Return to “Archived - Elven Units, Buildings”