Toxic brambles

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Sunrise Samurai
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Toxic brambles

Post by Sunrise Samurai » Mon Sep 04, 2017 6:23 pm

Upgrades from spikey bush, 6 turn research
Hp 50
Power 12
Armor 2
Pierce armor 10
Add poison weapon and first strike.

Not much change, but slightly higher stats. First strike makes sure it does it's job of hurting attackers, and poison makes it do its job well.
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Re: Toxic brambles

Post by Puss_in_Boots » Mon Sep 04, 2017 6:35 pm

We might want to await update on this post.
http://www.ageofstrategy.net/viewtopic. ... 5880c6fec9

Alternatively we could make this a new unit for elves with better countering capacity,but the defensive measure must still be researched if people really want it for 4 turns, and it will cost 4 turns.

We could still discuss about it becoming an upgrade of the current elven walls using statistic increase figures, but I'd like to keep our options open.
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Re: Toxic brambles

Post by Sunrise Samurai » Mon Sep 04, 2017 6:59 pm

Ok, I'd say wait to see on stats, though it's still best to just make it an upgrade to the existing wall. 4 turns is wasteful to make a wall when 5 turns would get a parapet. Still, first strike is a must have for counterattack buildings, and I think poison works well here.
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Alexander82
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Re: Toxic brambles

Post by Alexander82 » Mon Sep 04, 2017 7:02 pm

We can rebalance stats but all walls are useless right now unless we seriously revamp them

My idea was to add an aura of armor for nearby building and units so there is actually a point in building a wall instead of a tower.
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Re: Toxic brambles

Post by Sunrise Samurai » Mon Sep 04, 2017 7:12 pm

I've actually seen some use out of orc walls in confined spaces, like the map "the mansion" Otherwise, yeah. Not much use in building walls.
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Alexander82
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Re: Toxic brambles

Post by Alexander82 » Mon Sep 04, 2017 7:15 pm

It is still better a tower
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Re: Toxic brambles

Post by Sunrise Samurai » Mon Sep 04, 2017 7:24 pm

Maybe it would be a simple solution to give walls 3x or 4x health at their current costs. That would hopefully be easy enough to make them worthwhile.
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Re: Toxic brambles

Post by Alexander82 » Mon Sep 04, 2017 7:26 pm

Maybe. If walls might actually stop arrows they would really be a must
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Re: Toxic brambles

Post by Sunrise Samurai » Mon Sep 04, 2017 7:32 pm

Each wall should be unique, only sharing the commonality of being the most durable buildings short of castles.
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Re: Toxic brambles

Post by Alexander82 » Mon Sep 04, 2017 7:53 pm

I don't think they should be too different either.

All should give some protection to nearby units and have something specific

Example:

All gives a 0.25 to both armors in a range of 5

Elven walls have damage on counter

Human walls might give extra armor thanks to human architecture

Undead wall might add vanishing to near units or heal eating corpses

Orc walls might give a decent regeneration for units inside
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Re: Toxic brambles

Post by Sunrise Samurai » Mon Sep 04, 2017 8:41 pm

0.25 to both armors? I'd say range 3 though, not 5.

That's kinda what I meant by each one unique. I should also point out that orc walls act as gates as well, since they can hold troops.
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Re: Toxic brambles

Post by Alexander82 » Mon Sep 04, 2017 8:56 pm

Yeah. Because having walls was a downside for orcs. For orcs was just a way to die inside their own bases being outranged and unable to go out of their base.
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Re: Toxic brambles

Post by Sunrise Samurai » Mon Sep 04, 2017 9:29 pm

What exactly did you mean by 0.25 anyway? Is that a percentage, or what? And orcs actually have decent ranged options at least now, but I like the ability to enter their rock piles anyway.

Undead walls: maybe give it gravedigger ability, but s longer cooldown? It would seem to be taking corpses from itself at that point. While I like the ability to heal from corpses, it's immobility makes that impractical at best. Useless at worst.
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Re: Toxic brambles

Post by Alexander82 » Mon Sep 04, 2017 10:05 pm

Just a partial point of armor. 4 0.5 makes 2 point of armor
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Re: Toxic brambles

Post by Sunrise Samurai » Mon Sep 04, 2017 10:18 pm

Ahh. Stackable. I'm assuming it doesn't apply to other walls though. Radius 3 definitely works best there, though I think that settles a lot of the issue of archers shooting over walls anyway. This would make walls much more worthwhile, and help make defense more important. Currently, I consider this a game that rewards aggressive play over building a defense. In fact, in most occasions, if someone is attacking your base, you've already lost, since that means they control a significant chunk of the map. If defenses were stronger, it would give that some chance to turn around, though not enough I suspect.
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Re: Toxic brambles

Post by Alexander82 » Mon Sep 04, 2017 10:34 pm

Yeah. Obviously if you don't gain extra armor walls should defend at least from ranged
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Re: Toxic brambles

Post by Puss_in_Boots » Mon Sep 04, 2017 10:40 pm

This concept is a great game changer for very defensive styles of gameplay.

Aura buildings and wall auras would definitely encourage players to build fortress or town resembling bases.
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Re: Toxic brambles

Post by Alexander82 » Mon Sep 04, 2017 10:42 pm

Exactly
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Re: Toxic brambles

Post by Sunrise Samurai » Tue Sep 05, 2017 12:07 am

Since these are for everyone, as well as the aura building sets, could we have them added as a side category for voting? I'm sure they will get votes pretty quickly, but might take some time to implement.
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