Vehicle armor techs IMPLEMENTED

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Midonik
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Vehicle armor techs IMPLEMENTED

Post by Midonik » Thu Aug 19, 2021 10:05 am

Two techs, researched in the reptilian vehicle factory:
- imporoved armor plating, + 3 physical armor to reptilian vehicles
- improved vehicle shields, + 3 energy armor to reptilian vehicles
Both cost 6, I think they should be researched in whatever order the player wants.

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kingofgalaxies
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Re: Vehicle armor techs

Post by kingofgalaxies » Sat Sep 18, 2021 9:39 pm

Midonik wrote:
Thu Aug 19, 2021 10:05 am
Two techs, researched in the reptilian vehicle factory:
- imporoved armor plating, + 3 physical armor to reptilian vehicles
- improved vehicle shields, + 3 energy armor to reptilian vehicles
Both cost 6, I think they should be researched in whatever order the player wants.
Imo both should cost min. 7 if not 8 turns, compared to other armor improving techs. E.g. the triple energy armor tech for flesh&blood costs 4 + 5 + 6 turns and gives 1 + 2 + 2 armor. So u get +2 armor for min. 5 turns, and only after researching the first one. So getting +3 of any armor should cost more than 6.
On a separate note, I advise you to be weary of the fact reptiles, out of all the races, already have the most number of techs to research. So already now they get strongest in the late game on huge maps, where they have all the time to research everything. By adding even more new techs for them you increase that gap. Also, reptiles already have very tanky vehicles.

Midonik
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Re: Vehicle armor techs

Post by Midonik » Sun Sep 19, 2021 7:30 am

Their vehicles may be tanky early game (but it's not like they can't be easily dealt with), but late game they get outscaled since there is no way for them to increase the armor while enemy at units get better (thus this techs).


reptiles, out of all the races, already have the most number of techs to research - if that becomes a problem we will give other races more techs. For now, imo, reptilians aren't even the strongest in late game, since human artillery scale so well with the more units are on the battlefield.


Again, rather than making the cost 7 or 8 (those are number that people will not wanna put into reaserching a single tech) I'd rather make it 2 armor or maybe add tiers.
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kingofgalaxies
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Re: Vehicle armor techs

Post by kingofgalaxies » Sun Sep 19, 2021 7:19 pm

Midonik wrote:
Sun Sep 19, 2021 7:30 am
Their vehicles may be tanky early game (but it's not like they can't be easily dealt with), but late game they get outscaled since there is no way for them to increase the armor while enemy at units get better (thus this techs).
I find it interesting that you want to aid reptilian tanks even more, meanwhile human tanks are really useless in most cases. What are they supposed to be good at, fighting vehicles? Their dmg and bonuses are pathetic compared to other races'. Also they die away like nothing. Fast cannon fodder at best.
But I guess that needs a separate topic started.

Midonik
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Re: Vehicle armor techs

Post by Midonik » Sun Sep 19, 2021 7:23 pm

Well humans have many other stenghts, melee vehicles should be more of a reptilian forte.
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kingofgalaxies
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Re: Vehicle armor techs

Post by kingofgalaxies » Sun Sep 19, 2021 7:29 pm

At least there should be some human melee vehicle with bonus to vehicles, eh?

Midonik
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Re: Vehicle armor techs

Post by Midonik » Sun Sep 19, 2021 7:33 pm

Wdym? There are many? Railgun tank, heavy tank, super heavy tank, AMP coligunner (well it has 2 range but it definetely has melee level toughness). You can also use the guided missile launcher, it needs protection but it does well against vehicles from a far.
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Stratego (dev)
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Re: Vehicle armor techs

Post by Stratego (dev) » Sun Sep 19, 2021 7:35 pm

kingofgalaxies: Midonik tried to make differences among races, while you suggest to make them the same (eg. both should have same/similar sterength units and capabilities like conversion).
I think Midonik's concept is better as eg. i did not even liked that much the first "Wacraft" game where human and orc units had different images but had exactly SAME properies (eg. a swordman was same power+armor as orc melee unit).

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Re: Vehicle armor techs

Post by Puppeteer12 » Sun Sep 19, 2021 7:54 pm

I agree with midonik and Stratego, what's the point of having different races or factions if they are the exact same but with slight differences.
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kingofgalaxies
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Re: Vehicle armor techs

Post by kingofgalaxies » Sun Sep 19, 2021 10:32 pm

Y'all getting me wrong here.
I do fully embrace the races being very unique and having their specialties. And yes, I think it's good that units of similar category have different strength in each race.
However - the game will need time for this to crystallise out - the only danger is that a race develops one single boring meta strategy which uses just the strongest units and all the other ones become useless. E.g. humans (speaking from experience here): railgunners, hovering/poison artillery, hovercrafts, drones, AA. So in order to prevent this, other units need to get their own credibility, by adjusting them so they offer unique value. This I call BALANCING. It's an ongoing process that takes time.
Usually balance changes are required if either a unit gets out of control, causing frustrative experiences for opponents in-game or giving unfair advantage; or in the case above, when the strategical "concoction" within one race narrows down to just a few useful units. Disbalances between different races, on the other hand, can be treated much more freely.

Anyway, that's just my view of things here.

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Anchar
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Re: Vehicle armor techs WAITING IMAGE

Post by Anchar » Wed May 25, 2022 4:28 pm

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Midonik
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Re: Vehicle armor techs WAITING IMAGE

Post by Midonik » Wed May 25, 2022 5:50 pm

Nice image, although overcomplicated.
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godOfKings
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Re: Vehicle armor techs WAITING IMAGE

Post by godOfKings » Mon May 30, 2022 6:59 am

I really like this image though, even if the stat increase is not that exaggerated people will still want to research this tech just cause the image gives this false sense of opness XD
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