![]() I also found this post by Lennart: The attack system has been changed to avoid the - in dev team’s opinion – abundant misses for regular attacks in the previous games. We already had polearms and block in SM so this is a natural extension of that and having the right counter would help in bringing down stronger foes. In any case I was just wondering if any thoughts (and what kind) are being given to this. This is why I liked limited town sizes in AoW1, it really added to the strategic importance of large cities. Even so there'd probably be some critical mass of towns where train time ceases to be a factor and high tier units start dominating again. Instead you need to balance your gold and time resources to get the right mix of quantity and quality. The idea is that focusing too much on high tier units makes your production really slow and you end up overrun. If a t3 unit is twice as powerful than a t2 unit it should take 3 times as long to create and so on. Make 'em take a really long time to train. One thing that comes to mind is the time resource. You can't simply make these units insanely expensive because if they're cost ineffective there's no use is making them. Ideally these factors would be something that doesn't feel entirely artificial like "you can only have one t4 unit in a single stack". I hope to see some limiting factors that would prevent high tier units from overpowering almost everything that's beneath them on the unit pyramid. Don't like stacks of 8 titans, 8 reapers, 8 dragons, etc.Įven though AoW2/SM improved upon the original in this respect with limited retaliations and such I still felt t4 units made 90% of lower tier units obsolete. ![]() ![]() Personally I prefer it when really powerful units are centerpieces of an army rather than the army itself. ![]() I'm just curious what the devs' philosophy is on this. ![]()
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