More tower improvement and upgradable function — ANSWERED

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Elrond
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Joined: Mon Jun 07, 2021 7:50 am

More tower improvement and upgradable function — ANSWERED

Post by Elrond » Thu Jul 29, 2021 2:56 pm

Now scaled race had two kind of tower for usage. Which use mainly for anti foot and mount. With playing for a month, the tower type is not enough. There is no way to halt the flyers unit (green dragon, wyrm). The tower been overrun by orcs dragons with 5 speed. Many of whelp cant save themselves due to unable to hide in poison tower. Hence I request a upgrade version of poison tower which can build in 4 turns that able to have 1 carry capacity. There should have a function to upgrade the 2 turn poison tower too. Please also change the name of present poison tower to poison watchpost

Next new tower I request,
1) Web towers build in 4 turns that slow down enemy units.
2) Stun tower build in 4 turns that stun 2 turns enemy units.
3) Toxic mist tower build in 4 turns that with 4 range deduct 10 hp of enemy unit every turn which close it range. Immune by allies and friendly units

This can be locked in tech and need to research to build. Existing tower too can get revamp.

The present version tier 2 fort please do enable to upgrade poison , fire , web, toxic mist and stun.

Please do a complete defence system for scaled race. Now is seen broken. Basically player early stage of the game is to do defence before attack.
Last edited by Elrond on Thu Jul 29, 2021 3:17 pm, edited 1 time in total.

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Savra
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Re: More tower improvement and upgradable function

Post by Savra » Thu Jul 29, 2021 3:14 pm

Well, second tier for poison tower is probably a no.

But a boomerang tower and possibly a bola tower might work.

About the flying issue, all races towers aren't really that good at countering such units.

The only tower's that actually have bonuses towards such units is:
Both humans towers
Dwarven crossbow tower
Goblin Outpost
Poison tower
Bone tower

The bonus is only 10% though because before, costly units like dragon knights were way too easy to kill due to archers all having 50% bonuses to them.

Now only specific archers have 50% bonuses towards flying units:

Longbowman
Imperial archer
Orc archer
Minotaur archer
Plague knight
Elf marksman
Lizardman archer
Dwarven Arbalest


They're bonuses are:
5% to non{shielded, giants}, foot
50% to flying

Arbalest has:
10% to non-giant, foot
50% to flying

All other archers have 10% to flying.

Elrond
Posts: 68
Joined: Mon Jun 07, 2021 7:50 am

Re: More tower improvement and upgradable function

Post by Elrond » Thu Jul 29, 2021 3:18 pm

Please do look into structure defence. It is home defense before army march out for attack.

Elrond
Posts: 68
Joined: Mon Jun 07, 2021 7:50 am

Re: More tower improvement and upgradable function

Post by Elrond » Thu Jul 29, 2021 3:22 pm

Savra wrote:
Thu Jul 29, 2021 3:14 pm
Well, second tier for poison tower is probably a no.

But a boomerang tower and possibly a bola tower might work.

About the flying issue, all races towers aren't really that good at countering such units.

The only tower's that actually have bonuses towards such units is:
Both humans towers
Dwarven crossbow tower
Goblin Outpost
Poison tower
Bone tower

The bonus is only 10% though because before, costly units like dragon knights were way too easy to kill due to archers all having 50% bonuses to them.

Now only specific archers have 50% bonuses towards flying units:

Longbowman
Imperial archer
Orc archer
Minotaur archer
Plague knight
Elf marksman
Lizardman archer
Dwarven Arbalest


They're bonuses are:
5% to non{shielded, giants}, foot
50% to flying

Arbalest has:
10% to non-giant, foot
50% to flying

All other archers have 10% to flying.
Only units Vs units. Why can't units Vs structure. A solid home defense is very crucial for army away back for rescue. Please provide adequate defence system for home

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makazuwr32
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Location: Moscow, Russia

Re: More tower improvement and upgradable function

Post by makazuwr32 » Thu Jul 29, 2021 4:00 pm

Web tower, toxic tower are no.
Especially if web tower will have a slowing or stopping function as passive on-hit.

Stun will be given to fort.

Also later scalefolks will get more towers and walls, during buildings update.

And. Do not forget that scalefolks are still wip race and have lots of stuff to get in yet.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
When 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

Elrond
Posts: 68
Joined: Mon Jun 07, 2021 7:50 am

Re: More tower improvement and upgradable function

Post by Elrond » Thu Jul 29, 2021 11:50 pm

makazuwr32 wrote:
Thu Jul 29, 2021 4:00 pm
Web tower, toxic tower are no.
Especially if web tower will have a slowing or stopping function as passive on-hit.

Stun will be given to fort.

Also later scalefolks will get more towers and walls, during buildings update.

And. Do not forget that scalefolks are still wip race and have lots of stuff to get in yet.
That is the main purpose of defence tower , web and toxic mist tower are to support firepower tower to halt initial offensive before been destroyed. There should be more defence structures to add in such as moat , trench which exist in real life. We should have trench war just like in world war 1. Please don't forget as scaled race is getting new stuff , others races too adding stuff to defence or offensive. Hence I am putting more request on scaled race as that is the race I used most.

Again I enforce my sentence please do change the exist poison tower to poison watchpost since fire tower able to shelter unit while poison tower can't. Hence there should enable for future upgradable function

Elrond
Posts: 68
Joined: Mon Jun 07, 2021 7:50 am

Re: More tower improvement and upgradable function

Post by Elrond » Fri Jul 30, 2021 12:08 am

Savra wrote:
Thu Jul 29, 2021 3:14 pm
Well, second tier for poison tower is probably a no.

But a boomerang tower and possibly a bola tower might work.

About the flying issue, all races towers aren't really that good at countering such units.

The only tower's that actually have bonuses towards such units is:
Both humans towers
Dwarven crossbow tower
Goblin Outpost
Poison tower
Bone tower

The bonus is only 10% though because before, costly units like dragon knights were way too easy to kill due to archers all having 50% bonuses to them.

Now only specific archers have 50% bonuses towards flying units:

Longbowman
Imperial archer
Orc archer
Minotaur archer
Plague knight
Elf marksman
Lizardman archer
Dwarven Arbalest


They're bonuses are:
5% to non{shielded, giants}, foot
50% to flying

Arbalest has:
10% to non-giant, foot
50% to flying

All other archers have 10% to flying.
Savra can lower to 30% bonus and 50% through tech. Even now one of my game. My witchdoctor just lost magic arrow Vs orcs dragon horde. Imminent totally defeat by your Impromptu update.

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makazuwr32
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Location: Moscow, Russia

Re: More tower improvement and upgradable function

Post by makazuwr32 » Fri Jul 30, 2021 3:12 am

Elrond wrote:
Thu Jul 29, 2021 11:50 pm
makazuwr32 wrote:
Thu Jul 29, 2021 4:00 pm
Web tower, toxic tower are no.
Especially if web tower will have a slowing or stopping function as passive on-hit.

Stun will be given to fort.

Also later scalefolks will get more towers and walls, during buildings update.

And. Do not forget that scalefolks are still wip race and have lots of stuff to get in yet.
That is the main purpose of defence tower , web and toxic mist tower are to support firepower tower to halt initial offensive before been destroyed. There should be more defence structures to add in such as moat , trench which exist in real life. We should have trench war just like in world war 1. Please don't forget as scaled race is getting new stuff , others races too adding stuff to defence or offensive. Hence I am putting more request on scaled race as that is the race I used most.

Again I enforce my sentence please do change the exist poison tower to poison watchpost since fire tower able to shelter unit while poison tower can't. Hence there should enable for future upgradable function
And than no unless that tower has like 100 hp and 50 actions to complete.

Trench and moat will not be a thing in aof. Not as constructibles at least any time soon.
If something was a thing during world war 1 it doesn't mean that it was widely used prior to that time.

Also bonuses CAN'T be changed right now at all on unit without transformation it into different one. By any means. This feature is yet to be added.

No upgradable function for towers. Poison tower's main function is cheap sight range, NOT damage dealing or sheltering.
If you do not like that than just forget about existance of that tower.

Stun in your proposal by the way is also op and will be ingored. 2 turns stun with guaranteed apply is a no.

And last thing: each race has 1-3 towers, so having 3 different towers for scalefolks right now is already great. We will not give 3-10 more towers to single race just because. Not until other races will get their own fortifications in comparable amounts.
If you do not use one of towers that doesn't mean that it is not existing in game files.

And last thing: non-undead fortifications will NOT have any guaranteed on-hit effects or ways to affect enemy speed, attack, sight, actions, range, or being active (stun/curse). 20-30% chance to apply is a max possible chance.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
When 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

Elrond
Posts: 68
Joined: Mon Jun 07, 2021 7:50 am

Re: More tower improvement and upgradable function

Post by Elrond » Sat Jul 31, 2021 1:13 pm

makazuwr32 wrote:
Fri Jul 30, 2021 3:12 am
Elrond wrote:
Thu Jul 29, 2021 11:50 pm
makazuwr32 wrote:
Thu Jul 29, 2021 4:00 pm
Web tower, toxic tower are no.
Especially if web tower will have a slowing or stopping function as passive on-hit.

Stun will be given to fort.

Also later scalefolks will get more towers and walls, during buildings update.

And. Do not forget that scalefolks are still wip race and have lots of stuff to get in yet.
That is the main purpose of defence tower , web and toxic mist tower are to support firepower tower to halt initial offensive before been destroyed. There should be more defence structures to add in such as moat , trench which exist in real life. We should have trench war just like in world war 1. Please don't forget as scaled race is getting new stuff , others races too adding stuff to defence or offensive. Hence I am putting more request on scaled race as that is the race I used most.

Again I enforce my sentence please do change the exist poison tower to poison watchpost since fire tower able to shelter unit while poison tower can't. Hence there should enable for future upgradable function
And than no unless that tower has like 100 hp and 50 actions to complete.

Trench and moat will not be a thing in aof. Not as constructibles at least any time soon.
If something was a thing during world war 1 it doesn't mean that it was widely used prior to that time.

Also bonuses CAN'T be changed right now at all on unit without transformation it into different one. By any means. This feature is yet to be added.

No upgradable function for towers. Poison tower's main function is cheap sight range, NOT damage dealing or sheltering.
If you do not like that than just forget about existance of that tower.

Stun in your proposal by the way is also op and will be ingored. 2 turns stun with guaranteed apply is a no.

And last thing: each race has 1-3 towers, so having 3 different towers for scalefolks right now is already great. We will not give 3-10 more towers to single race just because. Not until other races will get their own fortifications in comparable amounts.
If you do not use one of towers that doesn't mean that it is not existing in game files.

And last thing: non-undead fortifications will NOT have any guaranteed on-hit effects or ways to affect enemy speed, attack, sight, actions, range, or being active (stun/curse). 20-30% chance to apply is a max possible chance.
Even you gave 3 kind of tower is not great because it is not completed tower defense system. If I look other tower defense game they do a better job than this game. There is no point make a tower that least effective to use you are wasting valuable actions of your workers to build it and least effectiveness I don't know what idea you had to balance structures Vs units. Sure definitely you are in wrong direction. It is better you look other games to get idea to perform your duties. Developing a game is to understand what players want and gather the good ideas in the game with balance it. 5 games I recommend for ideas,
1. warbarons (remake of fanasty turn base warlords 2 series). Pro on tournament game and ranking system
http://www.warbarons.com/

2. Fantasy general 2 from SSI in-depth turn base strategy game with fantasy flavour. Environment and terrains affect the game.
https://store.steampowered.com/app/1025 ... eneral_II/

3. Chariots of War from Slitherine Software and Paradox Interactive, turn base with one unit in world map and breakdown to 10 regiments in tactical map with formation selection. Excellent on city structure building https://youtu.be/fRUiD1j1nJw

4. Europa Universalis 4 from Paradox Interactive. in-depth diplomatic functions.
https://youtu.be/cCDGd0oyj7Q

5. Stellaris from Paradox Interactive, player race origins , race traits system, tech beeline and endgame crisis.https://youtu.be/iR39yjns9U4

You had to remember this many players played others strategy game before AoF. Hence you had to do more better than above those games or uniqueness. Even you had going to pc platform as unity version. After 6 months honeymoon period many players will leave due to poor game design

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makazuwr32
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Location: Moscow, Russia

Re: More tower improvement and upgradable function

Post by makazuwr32 » Sat Jul 31, 2021 2:14 pm

Units must be superior in terms of abilities than structures.
That is main rule. This game is NOT A TD game. And do not even try to change it into one.

"Complete tower defence system", yes?
Than what about dwarves? Undeads? Humans? Elves?
They also do not own such system. And you are asking about adding towers which have more powerful abilities than any of in-game units have. NO.

If tower is ineffective in your eyes it is your problem, not our.
It is problem in your playstyle, not in our.
For example poison tower. You are saying that it is absolutely useless structure for you right now. Right?
But it has a different role now as tower — to grant for scalefolks sight range, same as for humans scout tower. Not to give them good attack power or carry capaciry. I said it to you at least 20 times already. If we will add something like what you are asking for poison tower than only after scout tower will get much better upgrade variant.

Same is with other towers — right now they will be op and ridicilously unbalanced. They will give scalefolks a way to completely stop almost any enemy and other races do not have such luxury yet which is why this is a no.

Also do not forget that scalefolks are wip race.
If they can't rush here and now that doesn't mean that they won't be able that in future. There are plans to add about 15-20 more units to them.

About other games you chose as examples:
This is not a city builder and diplomacy if will be a thing than only in very-very-very-very distant future (like maybe after 15+ years).
Tournaments and ranking is also not suitable for this game. Not on current stage at least since there are lots of global changes are planned and yet to be added.
Terrain affecting units is planned and yet to be added but has low priority. Environment (weather and such) will not be a thing.
Chariots of war sound like heroes of might and magic. Completely different type of game.
As for uniqueness — it is one of few games which has no such thing as resource, one of few turn based games with rather good while rather native gameplay, one of few turn based games where you can raise an actual army and feel it (this army is not taking only 1 tile on world map). It is a wild mix between turn based heroes of might and magic and real time warcraft 3 with resources (gold, wood, stone, etc...) erased from the game.

And about players playing this game:
For 6 months they can notice that there are lots of bug fixes, additions to races and changes in balance. If they are actually playing game. And ofc they will wait for next updates as well. This is not a finished game like warcraft 2 or heroes 3, it is still developing and evolving.

This topic is answered.
Any other new topic on this theme will be considered as spam.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
When 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

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