It is just a mess.Stratego (dev) wrote: ↑Tue Apr 12, 2022 8:16 pmcan be later - however if u know any big imbalance there, we need a new topic where it can be discussed and quick fixed.I do not like current situation with water fights in general and thus we might need naval update later.
Those problems are not too critical yet but they sure will arise along with buildings and magic updates.
General issues why i do not like current naval fights:
1. On water maps humans, undeads and dwarves (planned) have advantage over elves, scalefolks (planned) and orcs because they can construct some actual warfare for water.
2. If tc is not near water than orcs, scalefolks and elves just waste production in many cases. Humans, dwarves and undeads will not because they can train workers and build actual warfare.
3. In general lack of water units for all races. Expecially for undeads among ready ones.
4. Lack of defences. It basically is about "who has higher numbers and proper counters is sure to win" in many cases right now.
4.1. Bridges. They are separate issue.
And some race specific issues (here is specifically about water related units).
Humans:
They are one of the most powerful mid-late game naval races right now. Due to ability to carry units who can act inside on variety of ships as well as due to great variety of ships itself.
Orcs:
Casters, problem with transports, some balancing issues with nature of amphibious merblins and merlocks.
Elves:
They lack some good tough unit to tank damage. Sea serpent is not effective for that role. Transport problems.
Undeads:
Too thin unit-wise naval fleet that is from only skeleton pirate (and monster form) and ghost vessel. They need more content.
In short current situation between 4 ready races in naval fights is not too bad but i can't say it is good either due to issues above.
And it is not something we can solve with simple fix.