Some ideas

If you have any new upgrade idea, than put it here.
It can be one of these: unit, structure, technology, effect.
Best if you can give: unit/structure icon, and unit/structure properties
And a description how you imagined the new upgrade.
Post Reply
John
Posts: 1
Joined: Wed Mar 04, 2020 11:44 pm

Some ideas

Post by John »

Hi!
Thank you for game, its nice.

Some ideas:

1. Terrains with effects.
Hills. +1 range/damage to archers.
Mountains +2 range archers. No attack bonus for cavs, defence vs cav for units that occupy. +1/1 armor for occupying. Movement penalty. Or just camel effect.

Roads: -2/2 armor, +30% damage taken. half movement cost, buildable, destructable.

Forest: hides units(not siege). Penalty to cavalry attack and movement. Anything on forest bonus def & melee vs cav. Cant deploy pikes.

Moat - built by builders (like4 turns ) Heavy, med infantry / cavalry loses movement and attack points on it and recieve slowed status. Siege cant pass. Can be easily destructed by workers or not easily by light infantry.

Swamp/shallow water: heavy inf./cav. cant pass, others -1 move.


Infantry with ladders: put it on walls make them passable for infantry with move (whole turn with attack)penalty. Need 1 for palisade 2 for castle wall. Workers and pikes can change laddered walls into normal.

Rebalance for infantry and cav. strict class either heavy medium or light with hp strictly identical to heaviness and more transparent hp and damage bonus logic. Heavy - 2 movement points. 3 medium. 4 light. Teutonic foot knight heavy. Like church knight but heavier (but lacks healing). Make heavy infantry fearsome, like 4/4 armor and + 50% hp of medium, but bad vs gunners, crossbows. Like double hp from medium.

Make light infantry able to climb walls with turn and some hp loss.

Either heavy/med/light cav. Heavy cav 3 moves. All cav +50 %hp of foot counterpart except special civilisation units.

Ballista 1 shot, +2 damage. Research for additional shot ability with 2 turns cooldown.

Pikeman (upgraded)ability deploys for 2 range. Deploying takes 2 turns. Cav entering range looses movement points (1 unit max per turn), with except for chariots and heavy cav. Archer shooting past upgraded pikeman (not deployed) -1 damage, -10 % hit chance.

Roman infantry ability "formations " to choose turtle, square, pike. Changing takes whole turn.

Elite unit concept: +20% hp, +1 damage, +1/1 armor. Or +1dmg for archers. But + 50% time built. Can be choosen to build.

Concept "facing direction" for units. Bonus for striking back, sides. Change direction at end of move.

Concept "trample bonus damage" depending on path length.

Units with hand guns accuracy from very good to bad depending on infantry/cav speed. Attack type with neglecting armor (pierce) and the more damage bonus the heavier infantry/cav. 2,5times dmg vs heavy units. Handguns drill tech: few units in formation "valley shot" hits all in front direction with like 50% chance to slow down status.
Hand guns shot once per 2 turns, and bad vs anything not heavy.

Split archers , arbalest and crossbowmen into different type, not upgrade. Arbalest and crossbow need direct line of sight to the target(with the exception for garrisoning towers or walls), double damage vs heavy infantry. Crossbow neglects half pierce armor, arbalest 100%. Arbalest and crossbow both available, have 1 less range than archers. Arbalest shoots once per 2 turns. Both cant shoot behind wall.

Doubleshot archer with -1 damage with tech.

Rebalance infantry 700% dmg vs "mega building" thing. Best not use it.

Samurai 3 hits, less damage, but 1 or 2 armor ignore, ability to use unused move after attack, once.

All infantry only +50% dmg vs buildings.

More ram hp, ram burns faster, and penalty vs defender type units. Garrisoned infantry takes 2 damage starting 2nd turn.

Chariots heavy cav. - no bonus vs buildings. Half pikeman bonus, burnable. Can pass through units dealing and recieving damage.



Slowed down status with half move points for next turn.
Bleeding status(axe etc).

Lancer special: adds 20 - 33% damage if path was from 5 to 6 length.
Heavy cav special chance do like +30% dmg if path was 3.

Pikeman first hit ability vs cav. Once per turn. Except for chariots.

Reinforced palisade tech 3-4 turns.

Catapults/trebs shot once per 2 turns.

Towers upgrade to garrison 3. Ballista/catapult takes 1,5 spaces.

Archers can be placed on walls with +2 pierce armor, block melee - tech.

Balance maceman to neglect armor, but less damage. Make one heavy, one light or medium.


Siege takes more space in vagons.


Another idea is to make ability to equip a unit. Weapon, shield, armor and training(little bonus stats + enable abilities) with different costs. Mace(armor pierce/less damage)/axe(bleeding status/less damage)/sword/two-hander, mail/plate, horse/foot.

Also units that will take two squares will look more realistic, like line formation. Two regiments combine into 1 unit for, say hp bonus. And with "face direction" concept you can implement cavalry striking flank, rear for bonus damage.

Add "civilisations" type of game to choose. Will add 1 special unit and disable/ enable techs depending on civ choice.


Example:
China double wall hp. Ballista shoots twice. Starts with masonry. -1 melee dmg. Crossbows ability second shot with 1-2 turn cooldown tech.
British: longbow and double shot(-1dmg) archers. Archers +1 range/damage with special tech 8 turns. Heavy cav 25% costlier.
Scottish: infantry+1 move with two-blader +30% dmg, hp., light infantry ignore 50% armor. Hillblader light unit with area damage up to 3 units. Ladder infantry +hp. Catapults +1 move tech.
French: +20% cav hp. Less good archers. Bayonet tech for handguns vs cav.
Germany: cav w/o forest penalty. Heavy cav 4 moves. Medium infantry +20% hp. Infantry in forest + defence/attack. No light cav upgrade. Archers +1 cost.
Russky: something like units built 1 less turn. -20%hp, -1 armor, except for light units.
Litvanian: heavy units +20% hp. Light units 1more turn to build.
Spanish: handgunners ability + 1 shot with 2turn cooldown, more hp and armor.
Egypt: chariots+20%hp. Archers +1 range in towers. Heavy units 2 turn costlier. Poison archer double poison ability with 1 turn cooldown.
Portugal:
Romanian: special skirmisher transforms into kind of voulger. Skirmishers, slingers 20% hp and damage better.
Bulgarian: medium swordsman that transform to archer similar to roman archer.
Romans: add roman pikeman into garrison, garrisoned units can attack. +1 garrison building.
Byzantine: cataphracts heavy cav with area damage, +1 roman barracks.
Vikings: no heavy infantry, medium +40% hp, infantry +20% damage, light infantry ignore 50% armor, medium 25%. Infantry heals itself for 1 point each turn tech.
Japs: +1 dojo building, add type of voulger there.

Eastern civs all camel in stable 7 turns to build,No heavy infantry. Heavy cav, except elephants, 2turns costlier, Skirmisher no last upgrade. Pikes no upgrades.:
Persian elephants 6 cost. +1 damage.
Turkish guns +1 range. Skirmisher no last upgrade. Pikes no upgrades.


Game eats too mutch battery, like 500mah.

Make play by email and ip.
User avatar
Endru1241
Posts: 2717
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: Some ideas

Post by Endru1241 »

Dude - that's some huge input.
And according to the start of the post:
Some ideas:

1.
- it's only the first point!
I am scared about the length of the whole idea pack.
But seriously - split it some more!
At the very least - into new things (although each category has a subforum of it's own), balancing, game changing ideas (they go into Gameplay & UI).

And look around the forum - most of the ideas written by You was already posted.
And many of them requires heavy coding (much precious time of the dev).
Don't forget tot check Needs, priorities - Which way would you like the roadmap? - it can be pretty informative about what requires coding and is planned already.

I'll give some answers now:
Preamble: We are trying to keep it as a simple game. Tactical, requiring thinking, but still simplified. Many times realism was finally replaced by convenient simpleness. I especially don't like random chance.
Some random chances was lessened or removed personally by me.
So I won't agree to any x% chance to something.
Instead it can be simplified by linear regression and averaged.
Many things can also be implemented in a different way - instead of ignoring armor - bonus to armored units. Sometimes it's done to overcome engine limitations, in other cases - just to simplify.
Most important limitations are: the game doesn't recognize the facing, unit cannot have different cost depending on the place it's build, most things, including damage cannot be conditional.
There is also few rules, that we tried to always keep - e.g. no tech or upgrade should ever decrease any stats.
Terrains with effects.
Hills. +1 range/damage to archers.
Mountains +2 range archers. No attack bonus for cavs, defence vs cav for units that occupy. +1/1 armor for occupying. Movement penalty. Or just camel effect.
Explain to me which tiles exactly are considered mountains and which hills.
Some terrain already have effects - forest grants +1 pierce armor, hills/mountains (whatever one wants to call them) +1 regular armor and +1 sight.
Also - Range is already pretty much maxed out. Longbowmen have 9 after both blacksmith researches. And we are trying to avoid making bigger maps.

Roads: -2/2 armor, +30% damage taken. half movement cost, buildable, destructable.
+/- percent of something is impossible right now (unit and ability damage bonuses have to be defined before the game start - no dynamic damage bonuses), buildability is planned already. Movement is affected already, but less. Armor cannot go negative, so it would be useless against units without this stat.
Forest: hides units(not siege). Penalty to cavalry attack and movement. Anything on forest bonus def & melee vs cav. Cant deploy pikes.
There is no defence against specific units/categories. Most mounted units already has penalty to movement in forest. Hiding in forest is posted recently.
Moat - built by builders (like4 turns ) Heavy, med infantry / cavalry loses movement and attack points on it and recieve slowed status. Siege cant pass. Can be easily destructed by workers or not easily by light infantry.
Already posted long-time ago. The most important thing missing is images for it.
Swamp/shallow water: heavy inf./cav. cant pass, others -1 move.
I really don't like absolutes - why would cavalry be denied passage? In reality high mount actually helped a lot on going through fords. In my opinion it should have the same penalties as icewater.
Well, whatever the case about stats - more important are images. Create new topic and we'll be discussing what it should do.
Infantry with ladders: put it on walls make them passable for infantry with move (whole turn with attack)penalty. Need 1 for palisade 2 for castle wall. Workers and pikes can change laddered walls into normal.
Once again - posted long-time ago. The most important thing missing is images for it. We don't even have concept how could it look (remembering, that the game doesn't recognize the facing).
Rebalance for infantry and cav. strict class either heavy medium or light with hp strictly identical to heaviness and more transparent hp and damage bonus logic. Heavy - 2 movement points. 3 medium. 4 light. Teutonic foot knight heavy. Like church knight but heavier (but lacks healing). Make heavy infantry fearsome, like 4/4 armor and + 50% hp of medium, but bad vs gunners, crossbows. Like double hp from medium.

Make light infantry able to climb walls with turn and some hp loss.

Either heavy/med/light cav. Heavy cav 3 moves. All cav +50 %hp of foot counterpart except special civilisation units.
HP is as transparent as it can be - straight value. Damage bonuses are already pretty consistent.
Movement on the other hand should not always be tied to heaviness of unit.
Especially 3 speed heavy cavalry and 2 speed heavy infantry is a bad idea. Just look how much Defender is used - he has solid stats, but no one with the right mind uses 2 speed unit regularly.
Part of light infantry would be too OP with 4 speed.
If You'd look at knight and foot knight - you'll see exactly +50% hp.
Heavy infantry already has +50% vs medium infantry and ranged units. It's also much more resistant to archer attacks. Imho - it's pretty fearsome.

Ballista 1 shot, +2 damage. Research for additional shot ability with 2 turns cooldown.
to be discussed - on new topic in proper subforum.
Pikeman (upgraded)ability deploys for 2 range. Deploying takes 2 turns. Cav entering range looses movement points (1 unit max per turn), with except for chariots and heavy cav. Archer shooting past upgraded pikeman (not deployed) -1 damage, -10 % hit chance.
too complicated. My idea was few times simpler and it was deemed too complicated by the dev.
Roman infantry ability "formations " to choose turtle, square, pike. Changing takes whole turn.
And? How would it change, what would it do?
Elite unit concept: +20% hp, +1 damage, +1/1 armor. Or +1dmg for archers. But + 50% time built. Can be choosen to build.
would have to be new unit with the current engine. Besides - it would be useless on higher cost units.
Concept "facing direction" for units. Bonus for striking back, sides. Change direction at end of move.
Concept "trample bonus damage" depending on path length.

Units with hand guns accuracy from very good to bad depending on infantry/cav speed. Attack type with neglecting armor (pierce) and the more damage bonus the heavier infantry/cav. 2,5times dmg vs heavy units. Handguns drill tech: few units in formation "valley shot" hits all in front direction with like 50% chance to slow down status.
Hand guns shot once per 2 turns, and bad vs anything not heavy.

Split archers , arbalest and crossbowmen into different type, not upgrade. Arbalest and crossbow need direct line of sight to the target(with the exception for garrisoning towers or walls), double damage vs heavy infantry. Crossbow neglects half pierce armor, arbalest 100%. Arbalest and crossbow both available, have 1 less range than archers. Arbalest shoots once per 2 turns. Both cant shoot behind wall.

Doubleshot archer with -1 damage with tech.
Most answers in the preamble. Crossbowman were made archer upgrade to simulate crossbow rise of popularity in 12th century.
Rebalance infantry 700% dmg vs "mega building" thing. Best not use it.
If I understood right - there is already topic for it - mine in fact. If You propose lessening the bonus without changing megas huge hp pool, then - that would be wrong. It would leave ONLY siege to deal anything vs castles. Unbalanced.
Samurai 3 hits, less damage, but 1 or 2 armor ignore, ability to use unused move after attack, once.
What is the purpose? What is the logic behind? It's already fantasy-like with his 2 attacks. It was made mainly for the sake of diversity. Armor ignore with samurais is pure fantasy. Katanas were very weak against armor! All it takes is a little move (from ideal straight cut) and katana is broken! Even ones made today with superior metallurgy and materials. And medieval japanese had severe insufficiencies of good iron.
All infantry only +50% dmg vs buildings.
Too unbalanced without any real reason. Their good bonus vs buildings is the main reason for using them!
More ram hp, ram burns faster, and penalty vs defender type units. Garrisoned infantry takes 2 damage starting 2nd turn.
Rams burn pretty fast already - it takes only 4 arrows. They have huge hp already. So, the purpose?
Chariots heavy cav. - no bonus vs buildings. Half pikeman bonus, burnable. Can pass through units dealing and recieving damage.
Chariots were rarely really used in battle - their main purpose was transportation. That's why they are a little similar to faster swordsman. Dedicated, upgraded Heavy Chariot gets more bonuses. There is already a tech simulating usage of long blades - Wheel blades. It allows to safely (without counter) deal some damage to few units.


Slowed down status with half move points for next turn.
Can be made with straight -speed penalty, but used where?
Bleeding status(axe etc).
and why exactly swords won't cause bleeding? They have longer edge.
Lancer special: adds 20 - 33% damage if path was from 5 to 6 length.
Heavy cav special chance do like +30% dmg if path was 3.
answered in preamble
Pikeman first hit ability vs cav. Once per turn. Except for chariots.
All polearm units, including pikeman gets first strike ability. All the time. It's researched in Advancements Centre - Reach tech.
Reinforced palisade tech 3-4 turns.

Catapults/trebs shot once per 2 turns.
For separate topics.
Balance maceman to neglect armor, but less damage. Make one heavy, one light or medium.
What for? There is already similar unit dedicated to ignoring armor - flailman. Maceman would be too similar then.

Towers upgrade to garrison 3. Ballista/catapult takes 1,5 spaces.

Archers can be placed on walls with +2 pierce armor, block melee - tech.
Siege takes more space in vagons.


Another idea is to make ability to equip a unit. Weapon, shield, armor and training(little bonus stats + enable abilities) with different costs. Mace(armor pierce/less damage)/axe(bleeding status/less damage)/sword/two-hander, mail/plate, horse/foot.

Also units that will take two squares will look more realistic, like line formation. Two regiments combine into 1 unit for, say hp bonus. And with "face direction" concept you can implement cavalry striking flank, rear for bonus damage.
Already in posted topics. Impossible currently.





Add "civilisations" type of game to choose. Will add 1 special unit and disable/ enable techs depending on civ choice.


Example:
China double wall hp. Ballista shoots twice. Starts with masonry. -1 melee dmg. Crossbows ability second shot with 1-2 turn cooldown tech.
British: longbow and double shot(-1dmg) archers. Archers +1 range/damage with special tech 8 turns. Heavy cav 25% costlier.
Scottish: infantry+1 move with two-blader +30% dmg, hp., light infantry ignore 50% armor. Hillblader light unit with area damage up to 3 units. Ladder infantry +hp. Catapults +1 move tech.
French: +20% cav hp. Less good archers. Bayonet tech for handguns vs cav.
Germany: cav w/o forest penalty. Heavy cav 4 moves. Medium infantry +20% hp. Infantry in forest + defence/attack. No light cav upgrade. Archers +1 cost.
Russky: something like units built 1 less turn. -20%hp, -1 armor, except for light units.
Litvanian: heavy units +20% hp. Light units 1more turn to build.
Spanish: handgunners ability + 1 shot with 2turn cooldown, more hp and armor.
Egypt: chariots+20%hp. Archers +1 range in towers. Heavy units 2 turn costlier. Poison archer double poison ability with 1 turn cooldown.
Portugal:
Romanian: special skirmisher transforms into kind of voulger. Skirmishers, slingers 20% hp and damage better.
Bulgarian: medium swordsman that transform to archer similar to roman archer.
Romans: add roman pikeman into garrison, garrisoned units can attack. +1 garrison building.
Byzantine: cataphracts heavy cav with area damage, +1 roman barracks.
Vikings: no heavy infantry, medium +40% hp, infantry +20% damage, light infantry ignore 50% armor, medium 25%. Infantry heals itself for 1 point each turn tech.
Japs: +1 dojo building, add type of voulger there.

Eastern civs all camel in stable 7 turns to build,No heavy infantry. Heavy cav, except elephants, 2turns costlier, Skirmisher no last upgrade. Pikes no upgrades.:
Persian elephants 6 cost. +1 damage.
Turkish guns +1 range. Skirmisher no last upgrade. Pikes no upgrades.
There is topic for that already. Part of examples impossible to add (+/- cost would need new units).

Game eats too mutch battery, like 500mah.
Don't be so grumpy. It's not an idea - it's a complain.
Make play by email and ip.
That one really makes me confused. By IP - game already uses internet and by that - TCP/IP protocol. It doesn't make much sense. Do You want to play using work computer? So by browser? And I honestly don't have even one clue about playing by e-mail. Because it cannot be like correspondence chess.
Age of Strategy design leader
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Some ideas

Post by makazuwr32 »

Make play by email and ip.

Here we have another problem:
Game is made on specific engine that is usable normally only on android. For porting onto other platforms it will require dozens of coding. Partially from scrap. So it is currently impossible.
makazuwr32 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™.
AoF Dev Co-Leader
Image
User avatar
Endru1241
Posts: 2717
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: Some ideas

Post by Endru1241 »

makazuwr32 wrote: Thu Mar 05, 2020 10:46 pm
Make play by email and ip.

Here we have another problem:
Game is made on specific engine that is usable normally only on android. For porting onto other platforms it will require millions of coding. Mostly from scrap. So it is impossible, unless something unimaginable happens.
Fixed.
Age of Strategy design leader
User avatar
SirPat
Posts: 910
Joined: Tue Apr 30, 2019 6:39 am
Location: Philippines

Re: Some ideas

Post by SirPat »

He just joined the forums on march 5 2020 so clearly he don't know the rules here
I am Pat :>

I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
Post Reply

Return to “New upgrades (unit, structure, technology, effect)”