Naval update: unit types.

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makazuwr32
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Naval update: unit types.

Post by makazuwr32 » Thu Dec 13, 2018 9:36 am

Ingame naval requires an update because i see no reasons for merlocks/mermen/any other naval unit to have bonus to all naval units.
While don't have any bonuses to amphibious units.

So i suggest to add few more unit types into game:
1. Amphibious - for all amphibious units. Don't affect skeletons and other undeads. Can't exist alone, is addition to other unit types.
2. Ship (i think this one already exist) - for all ships. All ships are burnable and can be repaired by workers, most ships also have mechanical unit type. They also are not affected by normal magic and auras (like completely unaffected!). Can be only unit type.
3. Sea giant - for water only giants. Is base unit type, can be only unit type unit has.
4. Sea infantry - is for all not-so-big aquatic units. Though this category is not for melee units only, it can also have archers, casters... Can be only unit type. Land archers don't have bonuses to this category.
5. Fish - for all fish-type units. Can be only unit type.
6. Sea transport - unit that can transport other units, has nearly no restrictions of unit types it can carry among land units but can't carry other water/amphibious units. Some units have specific bonus to this category.

And some example of updated bonuses:
Merman:
sea infantry, has 1% bonus to other sea infantries (other mermen, merlocks), ships, 50% to sea transport and standart bonuses to buildings.
Sea serpent:
Sea giant, has 50% to other sea giants and 30% to normal giants and ships as well as halved standart bonuses to buildings. Can't burn (as well as any other sea giant).
Warship (humans):
Ship, mechanical (this one is required for other bonuses because some units will have bonuses to all mechanical units), has 1% bonus to sea infantries, 50% to sea monsters, sea transports. Has no bonuses to other ships and sea fish.
Last edited by makazuwr32 on Sat Dec 22, 2018 9:37 am, edited 1 time in total.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Savra
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Re: Naval update: unit types.

Post by Savra » Fri Dec 14, 2018 3:00 am

Change sea fish to just fish, and sea giants to sea monster. (That one I gave the wrong name to, my bad.)

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makazuwr32
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Re: Naval update: unit types.

Post by makazuwr32 » Fri Dec 14, 2018 8:07 am

No. Sea monster is weird name. Some big sea units are not monsters. Turtles are not monsters, turtlemen are not monsters, whales are not monsters. They are just sea giants.

Turtles and whales can't be "sea fish" or just "fish" unit types. They are too big for this category.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Naval update: unit types.

Post by Savra » Fri Dec 14, 2018 3:04 pm

Fish would be eels, sea monsters we don't have whales to add and just means a monstrous sea creature, in other words but sea creatures.

Midonik
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Re: Naval update: unit types.

Post by Midonik » Fri Dec 14, 2018 3:19 pm

Well are you aguring over only the name of category, or mak wants to have both sea monsters and gigants separated? The name is nvm sorta.
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Savra
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Re: Naval update: unit types.

Post by Savra » Fri Dec 14, 2018 3:29 pm

We already have giants, it's just the name of the category.

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Lynx Shafir
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Re: Naval update: unit types.

Post by Lynx Shafir » Fri Dec 14, 2018 4:36 pm

Instead of fish may "water animal"

(We need to expand neutrals - REMINDER)


Sea giant - like Kraken-is all right


Wud be nice if we had a sensible differentce between deep and shallow water.

Allowing eg restrictions for land giats to cross. Deep water on foot.
Last edited by Lynx Shafir on Fri Dec 14, 2018 4:40 pm, edited 1 time in total.
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makazuwr32
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Re: Naval update: unit types.

Post by makazuwr32 » Fri Dec 14, 2018 4:40 pm

Sea monster name i want to save for boss-like water creatures
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Lynx Shafir
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Re: Naval update: unit types.

Post by Lynx Shafir » Fri Dec 14, 2018 4:41 pm

makazuwr32 wrote:
Fri Dec 14, 2018 4:40 pm
Sea monster name i want to save for boss-like water creatures
What exactly brings in the category?
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Re: Naval update: unit types.

Post by makazuwr32 » Fri Dec 14, 2018 4:45 pm

Boss like neutral creatures like kraken, big shark, flying Dutchman...
They must be immune to any bonuses from units. Special category that is immune to bonuses.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Lynx Shafir
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Re: Naval update: unit types.

Post by Lynx Shafir » Fri Dec 14, 2018 4:52 pm

Ah the Boss category
I'll mark my Desert worms so -
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makazuwr32
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Re: Naval update: unit types.

Post by makazuwr32 » Fri Dec 14, 2018 4:54 pm

That exact category is for water bosses.
For land ones will be different.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Naval update: unit types.

Post by Savra » Sat Dec 15, 2018 6:51 am

I was thinking for fish we should put madmen and siren in there, they are half fish and I would suggest for bonus reasons for the merlock expansion we do:

Merlocks: bonus to ships
Merlock leader: bonus to ships and sea monster or giant whichever we choose.
Water goblins: bonus to fish and amphibious. Except water goblin gutter and the water goblin servant of course.
Basically, since they are nothing more then amphibious variants of their land counterparts they should have bonuses somewhat similar.

Mermen could have bonuses same as the merlocks.

Nagas would have similar as well but to both merlocks and water goblins.

Skeleton pirates could have bonus similar to merlocks maybe.

Sea serpent, ghost kraken, aravine, and any other sea giant or monster could have bonuses to ships and amphibious+fish.

Ships could have bonuses to everything naval wise plus some land stuff, plus structures. (This is to keep ships as somewhat better.)

Now, the last 2 are the ones that can vary but the merlocks, mermen, nagas, and skeleton pirates should be focused on anti ship and the water goblins, and some nagas should be focused on anti fish and amphibious.

That's the general idea on how bonuses should look, at least in my mind that is but the only ones I'm sure about for the most part is orcs navy ones and keeping them from having bonuses to fortifications.

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Lynx Shafir
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Re: Naval update: unit types.

Post by Lynx Shafir » Sat Dec 15, 2018 8:03 am

Savra wrote:
Sat Dec 15, 2018 6:51 am
I was thinking for fish we should put madmen and siren in there, they are half fish and I would suggest for bonus reasons for the merlock expansion we do:

Merlocks: bonus to ships
Merlock leader: bonus to ships and sea monster or giant whichever we choose.
Water goblins: bonus to fish and amphibious. Except water goblin gutter and the water goblin servant of course.
Basically, since they are nothing more then amphibious variants of their land counterparts they should have bonuses somewhat similar.

Mermen could have bonuses same as the merlocks.

Nagas would have similar as well but to both merlocks and water goblins.

Skeleton pirates could have bonus similar to merlocks maybe.

Sea serpent, ghost kraken, aravine, and any other sea giant or monster could have bonuses to ships and amphibious+fish.

Ships could have bonuses to everything naval wise plus some land stuff, plus structures. (This is to keep ships as somewhat better.)

Now, the last 2 are the ones that can vary but the merlocks, mermen, nagas, and skeleton pirates should be focused on anti ship and the water goblins, and some nagas should be focused on anti fish and amphibious.

That's the general idea on how bonuses should look, at least in my mind that is but the only ones I'm sure about for the most part is orcs navy ones and keeping them from having bonuses to fortifications.
.
No

That's completely different
And not what we want to achieve here.

Messing up bonus and categories..

Look more carefully and if u don't understand don't try to correct it..
No offence.


Idk if - madman is a fish, XD
But mermaids /sirens are see-infantry
They (will) get already 50% to each other.
Mad is thinking they count fish because of appearance...
😲

Fish(category) is for animals okey..!


Nor ship nor giant needs bonus to everything
*sigh*

Undeads are out of question -l get differentent categories
and some improvements -
we're vorking on it..


As for new units I individually will set where belongs in there own topic..
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makazuwr32
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Re: Naval update: unit types.

Post by makazuwr32 » Sat Dec 15, 2018 9:58 am

All bonuses will depend for each unit separately.
Mermen definately sea infantries, not fishes.
Fish category is for neutrals and for weak sea units like electric eel. ONLY. It will be also only category which has least amount of units with bonuses to it.

Sea infantry is basic category as well as ship category.

Sea infantries will have bonuses to each other (usually, not guaranteed) and to buildings exept of mega ones.

Only several specific units will have bonuses to amphibious units. Not all units though.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Naval update: unit types.

Post by Savra » Sun Dec 16, 2018 7:56 am

Well at least you came up with a new name for it. As for bonuses for navy I'll look into merlocks a little closer, I have some additions to one that will make it less op. Plus, we also have zombie sharks, but I also have some questions and other thoughts on them. As for skeleton pirates I have a little addition also to them that might make them a bit more useful out at sea, it would have something to do with undead specialty.

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makazuwr32
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Re: Naval update: unit types.

Post by makazuwr32 » Sat Dec 22, 2018 9:38 am

Updated examples.

I decided to lower bonuses and most naval units will have only 1% bonuses so they could do full damage on counter.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Fad3
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Re: Naval update: unit types.

Post by Fad3 » Sun Dec 23, 2018 2:58 pm

Hmmm


For orcs I suggest a giant sea turtle,can be mounted by merlocks or just simply orcs for amphibious unit

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makazuwr32
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Re: Naval update: unit types.

Post by makazuwr32 » Sun Dec 23, 2018 3:32 pm

It is already for elves. Island turtle
No turtles for other races.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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