Veteran Limit
Re: Veteran Limit
Making it optionally, including complete remove of chance, would give more optionsl, and also same for the miss chance (I would for example want to keep miss chance of unit even if it has bonus in AoG).
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Re: Veteran Limit
i would suggest simplicity for users in terms of calculating/guessing the outcome of a fight (not only at this topic, in general: i suggest simplicity for users )Alexander82 wrote: ↑Tue Feb 26, 2019 4:13 pm At the moment dodge isn't effective against units that have a bonus against you.
My suggestion is that when a unit has a bonus against you the effect of dodge is reduced but not necessarily removed
Ideally the reduction might scale with the entity of the bonus (e.g. Any 100% bonus bypass a 10% dodge so a 50% bonus bypass 5% dodge and a 200% bonus a 20% dodge) but in case it is too complex to code we might stick for a fixed value (20/30% i guess)
The final word on coding is from Stratego (dev) tough
i think the simplest suggestion (for users) from this topic is the +0.1(floating point value) instead of +1 (integer).
altough a code related modification
i would vote for this.
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Re: Veteran Limit
i just mean to be able to give smaller values than 1.
i did not propose any change on which stat to change - i think the whole veteraning could stay as it is now - i never faced overbuffed unit. (however i have met some of these units), but if u think than ok, lets change.
i did not propose any change on which stat to change - i think the whole veteraning could stay as it is now - i never faced overbuffed unit. (however i have met some of these units), but if u think than ok, lets change.
Re: Veteran Limit
Im mainly mentioned this is because Im seeing veteran mentioned more often in unit suggestions.Stratego (dev) wrote: ↑Thu Feb 28, 2019 7:16 am i just mean to be able to give smaller values than 1.
i did not propose any change on which stat to change - i think the whole veteraning could stay as it is now - i never faced overbuffed unit. (however i have met some of tese units), but if u think than ok, lets change.
If a certain amount of veteran like units get in, this would eventually become a bigger problem.
Also by having a limit or smaller increase it can be more commonly used
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Re: Veteran Limit
than i suggest changing it when they are about to get in (i dont think many units should get such feature, seems unique here - was an mtg idea as i remember)
- makazuwr32
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Re: Veteran Limit
I would prefer this variant.Alexander82 wrote: ↑Sun Feb 24, 2019 2:53 pm Since armor is equip related and veteraning is about experience, what about giving a 1% to all dodges instead?
So +1 attack, +maxhp (even 5) and 1% to every dodge? (so they can still be hit by unit with the bonus against them)
AoF Dev Co-Leadermakazuwr32 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™.
Re: Veteran Limit
Well Ill keep in mind, but would you also think about Alex proposal if possible too?Stratego (dev) wrote: ↑Thu Feb 28, 2019 8:44 am than i suggest changing it when they are about to get in (i dont think many units should get such feature, seems unique here - was an mtg idea as i remember)
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
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Re: Veteran Limit
I proposed both version but this time I stand with Maka and Tank
It makes more sense to me.
Anyway we might even have different kind of veteraning, based on the unit role.
It makes more sense to me.
Anyway we might even have different kind of veteraning, based on the unit role.
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- makazuwr32
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Re: Veteran Limit
Actually i am thinking now about 3 veteraning variants:
Attack + hp as most common
Attack + dodge (and maybe a bit of hp) — for most amount of armored units
Attack + hp + armor (but +0.2-0.4 at most to armors per kill) for too big veteraning units like devourer dragon of scaledfolks (hit strengthens its skin with experience).
Attack + hp as most common
Attack + dodge (and maybe a bit of hp) — for most amount of armored units
Attack + hp + armor (but +0.2-0.4 at most to armors per kill) for too big veteraning units like devourer dragon of scaledfolks (hit strengthens its skin with experience).
AoF Dev Co-Leadermakazuwr32 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™.
- Alexander82
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Re: Veteran Limit
The idea is not bad but we might always think the practical applications.
If we don't give extra hp with the dodge bonus we should definitely give more than 1% to make those units a viable choice.
The problem is that increasing dodge too much might give the same kind of problems of increasing armor too much.
I think that hp should still stay in the equations (even in a smaller degree) because they are the stat that can be increased of a noticeable value without being too op in the long run.
Too much armor makes you impervious to anything that is not a direct damage spell
Too much dodge makes a very similar final effect.
More hp just requires a few more hits to kill you (and a few more hp can help you survive between two healing effects or against small unitsl.
If we don't give extra hp with the dodge bonus we should definitely give more than 1% to make those units a viable choice.
The problem is that increasing dodge too much might give the same kind of problems of increasing armor too much.
I think that hp should still stay in the equations (even in a smaller degree) because they are the stat that can be increased of a noticeable value without being too op in the long run.
Too much armor makes you impervious to anything that is not a direct damage spell
Too much dodge makes a very similar final effect.
More hp just requires a few more hits to kill you (and a few more hp can help you survive between two healing effects or against small unitsl.
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- makazuwr32
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Re: Veteran Limit
I know.
That is why i want armor+ veteraning for only few units who are not so quick initially like giants or dragons (like for example devourer dragon of scaledfolks). But also it will require more kills for them to actually get +1 to armors. I think +0.15 to armors per kill is fine amount (so per 20 kills you will get only +3 armors).
As attack + dodges - ofc with +hp it comes but not big. For example for dwarven monks +5 hp per kill is too much — 4 kills and they have doubled base hp (40 in place of 20). +1-2 hp sounds more reasonable. (Also i want to decrease their base dodge melee and dodge ranged to 30%)
And for bonus hp in general from veteraning: i think they must get maximum +10% to their base hp (not to current!) If they get some bonus armor or bonus dodges and +15% if they don't.
That is why i want armor+ veteraning for only few units who are not so quick initially like giants or dragons (like for example devourer dragon of scaledfolks). But also it will require more kills for them to actually get +1 to armors. I think +0.15 to armors per kill is fine amount (so per 20 kills you will get only +3 armors).
As attack + dodges - ofc with +hp it comes but not big. For example for dwarven monks +5 hp per kill is too much — 4 kills and they have doubled base hp (40 in place of 20). +1-2 hp sounds more reasonable. (Also i want to decrease their base dodge melee and dodge ranged to 30%)
And for bonus hp in general from veteraning: i think they must get maximum +10% to their base hp (not to current!) If they get some bonus armor or bonus dodges and +15% if they don't.
AoF Dev Co-Leadermakazuwr32 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™.
- Alexander82
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Re: Veteran Limit
I think that with these maximum increases we would loose the whole sense of veteraning.
Then I think it might be ok to leave veteraning for zurgo only since it is themed on its mtg card. This way wi will avoid loosing control of it. (zurgo is pretty rasy to kill anyway)
Then I think it might be ok to leave veteraning for zurgo only since it is themed on its mtg card. This way wi will avoid loosing control of it. (zurgo is pretty rasy to kill anyway)
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