Few details about thinkings of theoretical changes

Post Reply
Stratego (dev)
Site Admin
Posts: 15734
Joined: Fri Apr 25, 2014 9:28 pm

Few details about thinkings of theoretical changes

Post by Stratego (dev) »

These are plans, not decided if we do and how - still under discussion.
1. We are going to increase attack values of everything (and damage values of spells) x3, armor values of all units x2 (and armor gain via techs), hp values of all units x4.
2. Buildings will get hp upscaled between x8-x25 (depending on building type: Factories will get unified hp 350/400/450; walls will become most tough "fortified" type buildings and will get hp between 600-1000 (depending on race ofc); Towers will get on the other hand at most half of corresporning "wall" hp; Mega buildings will get 8100-9600 hp, also will be introduced later Mini mega buildings with less hp which can be built faster).
3. Siege units will get upscaling only attack, not bonuses. Anti-Mega buildings bonuses will be removed; all mega buildings will count as fortifications. All bonuses on current siege units were planned while keeping in mind Buildings' stats upscaling. Infantry-type anti-building bonuses won't be changed.
4. Also we must mention that regardless of voting buildings will get their stats upscaled.
5. All workers will increase their mend rates via tiers or via techs (depending on race).
6. "Massive walls" and "Masonry" techs will be reworked to give bonus armor for fortifications+megas and factories respectively. Cost probably will also be changed.

Yes buildings in general will be much harder to destroy but also they will be harder to build and value of siege units will also greatly increase.
User avatar
Anchar
Posts: 1884
Joined: Sat Jun 27, 2020 2:39 am

Re: Few details about thinkings of theoretical changes

Post by Anchar »

I like it when the strategy is long and judicious. When I played in the era of strategies, I really liked the fact that you had to carry catapults in carts and that you had to calculate the speed of your army, the number of which began to interfere with you.
In the age of fantasy, this aspect is gone. There are a few troops whose speed is less than 3, and the fighters' range is very high.
Everything got to the point that some fighters can destroy mega surrenders with 1-2 hits and at the same time be very mobile in movement and very long range.
I am for it.
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Few details about thinkings of theoretical changes

Post by Alexander82 »

Anchar wrote: Sun Oct 04, 2020 10:22 pm I like it when the strategy is long and judicious. When I played in the era of strategies, I really liked the fact that you had to carry catapults in carts and that you had to calculate the speed of your army, the number of which began to interfere with you.
In the age of fantasy, this aspect is gone. There are a few troops whose speed is less than 3, and the fighters' range is very high.
Everything got to the point that some fighters can destroy mega surrenders with 1-2 hits and at the same time be very mobile in movement and very long range.
I am for it.
About siege behaviour:

Consider that AoF and AoS are 2 different games and some difference are actually wanted (e.g. the different function of wagons and the siege units that have a cart mode instead of being loaded on wagons).

About the upscaling we want that on purpose to rebalance the ratio between hp, armors and damage to increase survivability of cheap units and especially of buildings and make armored units less impenetrable than they are now (a single +1 to armor will make less of a difference and ranged units will be more effective against heavy units than they are now).
Age of Fantasy design leader
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Few details about thinkings of theoretical changes

Post by Savra »

So by this upscaling chart, if we're going based off those values, does that mean we'll be seeing units like this:

Warrior: (human)
Cost:2
Hp:72
Atk:24
Rng:1
Sight:4
Spd:3
Arm:2
P.arm:2
Res:0%

Orc warrior:
Cost:2
Hp:96
Atk:36
Rng:1
Sight:4
Spd:3
Arm:2
P.arm:4
Res:0%

Skeleton Fighter:
Cost:2
Hp:60
Atk:21
Rng:1
Sight:4
Spd:3 w:1
Arm:2
P.arm:8
Res:0%

Elf swordsman:
Cost:2
Hp:56
Atk:21
Rng:1
Sight:5
Spd:4
Dge:M:0%,R:0%,C:50%
Arm:2
P.arm:2
Res:40%

Dwarf warrior:
Cost:3
Hp:72
Atk:30
Rng:1
Sight:4
Spd:3
Arm:2
P.arm:2
Res:20%
User avatar
Shark guy 35
Posts: 1294
Joined: Mon May 11, 2020 6:00 pm
Location: The United States Of America
Contact:

Re: Few details about thinkings of theoretical changes

Post by Shark guy 35 »

What about Kobold warrior?
"A good plan, violently executed now, is better than a perfect plan next week".
-General George S. Patton
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Few details about thinkings of theoretical changes

Post by Savra »

Scaledfolks are getting a whole race overhaul so I'm not counting them yet.
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Few details about thinkings of theoretical changes

Post by makazuwr32 »

For now we will not add base armor to units. Later we can alas xlgive such.
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
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Few details about thinkings of theoretical changes

Post by Savra »

Whether they get armour to start or not makes no difference to me really, the upscaling seems fine to me in this regard being that the units last about as long as before I believe. I'll do some checks though but overall it should be fine.

Btw, in case of units who already have armour to start like the human shielder, would this mean they would start with 8/8 armour? As well as the blacksmith techs granting +2 to armours instead of +1?
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Few details about thinkings of theoretical changes

Post by Alexander82 »

The concept is that:

- units that now are hit for 1 damage will take more damage than before
- units that now are killed in one blow will be more likely to survive to receive another
- ranged units' attacks will have a more sensible effect on armored units but will make next to no damage to buildings
- all non-siege units will be less effective against buildings
- Buildings will become more valuables and at the beginning it will be more difficult to rush cause you will need more effort to make the first factories.
- We are also trying to make walls more useful than they are now by making them have a much higher health.
Age of Fantasy design leader
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Few details about thinkings of theoretical changes

Post by Alexander82 »

Savra wrote: Mon Oct 05, 2020 5:38 am Btw, in case of units who already have armour to start like the human shielder, would this mean they would start with 8/8 armour? As well as the blacksmith techs granting +2 to armours instead of +1?
Yes

As a general rule it will be like that.
In the meantime I'd like to make some slight changes here and there, for example I believe that all human units that are not pure casters should have some armor at base as they all wear armor, so I might raise those units base armor and reduce the entity of the increases and, maybe, add further tiers for smithing through subs.
Age of Fantasy design leader
Post Reply

Return to “Archived - Votes and Polls”