I have a suggestion about a unit Tribal Archer which deals poison as well as is of low cost. Their stats are made so that they are useful in early-to-mid-game but not in late game. I also have a suggestion about it stats.
Stats
Cost: 2
HP: 8
Power: 3
Effect: Poison
Range: 4
Armours: 0/0
Speed: 4 (100% on Road, Stone Road, etc. and also in forest)
Sight: 4 or 5
Action/turn: 1
Produced at: Primitive Hut
Bonuses: (Same as Archer)
Upgrade
Upgrade cost: 4 or 5 (but not more than 5)
Stats
HP: 11
Power: 3
Effect: Poison
Range: 4 or 5
Armours: 0/0
Speed: 4 (100% on Road, Stone Road, etc. and also in forest)
Sight: 5
Action/turn: 2
Bonuses: (Same as Archer)
Tribal Archer & its Upgrade
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Tribal Archer & its Upgrade
Last edited by MaharajaInfernape on Sat May 15, 2021 10:28 am, edited 2 times in total.
Re: Tribal Archer & its Upgrade
Stats are overpowered. The poison effect with the cheap cost itself is the dangerous part here, With Range 5, Cost 2, Speed 4 it'll make it a very good unit against infantry. Just spam this and put them in a Siege Tower and you have yourself a Dominating force of poison Archers. And Unit Poison Archer already represents a group of archers equipped with envenomed arrows, so maybe the concept should be changed.
Also, with this in it, who would use normal Poison archers and the Ranged units in Primitive Hut?
Also, with this in it, who would use normal Poison archers and the Ranged units in Primitive Hut?
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Re: Tribal Archer & its Upgrade
Then reduce its range to 4. That's why I have also made its power only 3. They are easily produced and can only spread poison.
I suggest disabling Siege Tower (and, if possible, also other towers such as Guard Tower, Fortress, etc.) to be not able to carry any Primitive unit.
Primitive tribes are known for using poison arrows.
From this reason this idea came in my mind. I have suggested the stats so that they are very weak and can easily be slain, can run away fast and hide in forests, and shoots poison arrows frequently.
Re: Tribal Archer & its Upgrade
Endru wouldn't do this change just because of this single unit, it's silly to only exclude primitive units on occupation.MaharajaInfernape wrote: ↑Sat May 15, 2021 7:24 am I suggest disabling Siege Tower (and, if possible, also other towers such as Guard Tower, Fortress, etc.) to be not able to carry any Primitive unit.
Would be okay if it was a 3 turn unit but no, also why does an archer have a speed of a skirmisher? I don't think it's a good idea to make it have that amount of speed, it can do hit and run tactics which was made for skirmishers.MaharajaInfernape wrote: ↑Sat May 15, 2021 7:24 am From this reason this idea came in my mind. I have suggested the stats so that they are very weak and can easily be slain, can run away fast and hide in forests, and shoots poison arrows frequently.
The upgrade is also unbalanced, 2 actions for a 2 turn ranged poison unit is definitely not right, poison stacks you know? It will make it deal a lot of damage per turn to many units at a time. Consider the effects the unit will deal once it is in-game. Just spam those and It'll counter any armoured flesh and blood unit there is.
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Re: Tribal Archer & its Upgrade
I suggest this because, realistically, primitive tribes (I guess the words 'Primitive units' here refers to tribal people who are mainly hunter-gatherers or are not what is called 'modern'.) cannot build towers and buildings (such as castles) and likes to shoot arrows (if they do) from trees. Hence I suggest that no Primitive unit can enter structures built by other types of units.
In fact, I think Poison Archer (a 3-turn unit), and especially Poison Horse Archer, are underpowered mainly because of their costs. Poison Archer can be made powerful by increasing its HP and/or power; but Poison Horse Archer definitely needs to be made cheaper, with possible few worsening of its stats.