Zombie Rebalancing - Vote

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Alexander82
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Re: Zombie Rebalancing - Vote

Post by Alexander82 » Tue Sep 04, 2018 7:30 pm

Technically zombies swarm in masses. Even in pop culture they aren't strong at all. The problem with them is that they spread the infection. We might add a tech that reduce their cost instead of increasing their stats

We might call it plague or epidemic trasmission and has the effect to reduce zombie cost by 1

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StormSaint373
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Re: Zombie Rebalancing - Vote

Post by StormSaint373 » Tue Sep 04, 2018 7:39 pm

Yes, but it was also well known that in popular movies that those who were bitten died and joined their ranks.

Such movies include but are not limited to:

The walking dead
Shaun of the dead
Resident Evil 1-7
Night of the living dead
Dawn of the Dead
World War Z

And many many more. . .
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makazuwr32
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Re: Zombie Rebalancing - Vote

Post by makazuwr32 » Tue Sep 04, 2018 7:41 pm

Plants vs zombies as well.
Specifically for not so genious persons
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StormSaint373
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Re: Zombie Rebalancing - Vote

Post by StormSaint373 » Tue Sep 04, 2018 7:45 pm

Yeah, and pvz 2

And not to mention all the VIDEO GAMES with zombies in it! :lol: :lol: :lol: :lol: :lol:

Including this one. :lol:
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Alexander82
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Re: Zombie Rebalancing - Vote

Post by Alexander82 » Tue Sep 04, 2018 10:40 pm

I agree for both anyway

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StormSaint373
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Re: Zombie Rebalancing - Vote

Post by StormSaint373 » Wed Sep 05, 2018 12:45 pm

I am in agreement for both!

Make it a tech that makes zombies cost 1, and turn units killed by them into new zombies 100%

Would make them kinda scary.
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Puss_in_Boots
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Re: Zombie Rebalancing - Vote

Post by Puss_in_Boots » Sun Sep 09, 2018 4:03 am

Nah, zombies are too capable (early game) to balance a 1 turn cost. It's either one way or the other, and personally, I prefer transmission over production.
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Tankhead
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Re: Zombie Rebalancing - Vote

Post by Tankhead » Sun Sep 09, 2018 4:20 am

Puss_in_Boots wrote:
Sun Sep 09, 2018 4:03 am
Nah, zombies are too capable (early game) to balance a 1 turn cost. It's either one way or the other, and personally, I prefer transmission over production.
Agreed, the transmission does alot on its own, really doesn't need a 1 turn cost

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makazuwr32
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Re: Zombie Rebalancing - Vote

Post by makazuwr32 » Sun Sep 09, 2018 4:50 am

But tech can require some other techs and maybe even have few levels.
Specifically for not so genious persons
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Alexander82
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Re: Zombie Rebalancing - Vote

Post by Alexander82 » Sun Sep 09, 2018 2:42 pm

Puss_in_Boots wrote:
Sun Sep 09, 2018 4:03 am
Nah, zombies are too capable (early game) to balance a 1 turn cost. It's either one way or the other, and personally, I prefer transmission over production.
Yeah. I agree for the early game. That can be part of a tech tree that makes this cost lowering balanced (e.g. after poisonus bit and with a 10 turn tech)

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Puss_in_Boots
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Re: Zombie Rebalancing - Vote

Post by Puss_in_Boots » Sun Sep 09, 2018 2:49 pm

Okay, There are many OP things (especially in orc faction) in AoF that can deal with TCs pumping out zombies in later stages of the game. I can agree on a swarming tech tree.
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Alexander82
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Re: Zombie Rebalancing - Vote

Post by Alexander82 » Sun Sep 09, 2018 2:56 pm

Puss_in_Boots wrote:
Sun Sep 09, 2018 2:49 pm
Okay, There are many OP things (especially in orc faction) in AoF
There will be more in all factions :lol:

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Lawrence
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Re: Zombie Rebalancing - Vote

Post by Lawrence » Thu Nov 29, 2018 9:26 am

If you kill something, you can already zombifie their corpses with reaper? I dont see the point in this
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Savra
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Re: Zombie Rebalancing - Vote

Post by Savra » Thu Nov 29, 2018 4:31 pm

It makes it so that all zombies can infect. The dealer is getting a revamp to make it stronger and it will no longer need corpses to make a simple zombie but it will need them when using its other ability.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

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Lawrence
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Re: Zombie Rebalancing - Vote

Post by Lawrence » Thu Jan 10, 2019 9:39 am

I like this idea, but maybe make a new, weaker zombie unit for it (e.g. Infected) for this, because it might get too OP
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General Brave
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Re: Zombie Rebalancing - Vote

Post by General Brave » Sat Jan 12, 2019 7:15 pm

So what's going on.
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Lynx Shafir
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Re: Zombie Rebalancing - Vote

Post by Lynx Shafir » Sat Jan 12, 2019 8:16 pm

I liked the idea of cheap zombies rot away slowly (6 turn vanishing)
And need sand clock in early stage to keep alive
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