AOS - vote - Starter units change
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AOS - vote - Starter units change
as we do in AOF here in AOS too we ran into trying to change the starter unit packs
current is:
minimal(current default): 1 worker
few: 1 worker + 1 light cav
many: 2 worker + 2 light cav
my goal is to
1. make the first few turns faster (you can build your first buildings faster, you can explore faster)
2. and the 3 (min/few/many) options differing not in amount of units but in their diversity, so maybe all being 4 unit sets but with differing units constitution.
My thought was to always have these "roles" but in different ratio
- building
- exploring/occupying
- some army unit
the minimal/few/many namings can be changed to anything.
Here are some setups you can vote for, you can vote for multiple setups if u like more!
Setup 1: (to always have worker and some explorer in all packs, so all games are faster to buildup and to explore)
General(default): 1x worker, 1x laborer, light cav, spearman
Construction: 3x worker, 1x light cav
Expansion: 1x worker, 1x laborer, 2x light cav
Setup 2: (sometimes you dont have explorer unit, more varied packs)
Construction (default) - 2x worker, 2x laborer
Intel - worker, laborer, scout, spy
Expansion - 2x worker, 2x light cav (current many is useful imho)
Setup 3: (keep current settings but change the default when you create a game, eg. to "many" so only intentionally will be set to 1 worker only)
minimal: 1 worker
few: 1 worker + 1 light cav
many(default): 2 worker + 2 light cav
Setup 4: (mostly Azortuga suggestion)
General(default): 1x worker, 1x laborer, 1x light cav, 1x spearman (Units turn value: 9)
Construction: 2x worker, 1x laborer, 1x guerrila (Units turn value: 10)
Expansion: 1x worker, 1x scout, 2x light cav (Units turn value: 10)
(if you have new setup idea, tell us so i will add more "Setup" options, dont forget we can make 3 unit-sets, we can name them anything though)
current is:
minimal(current default): 1 worker
few: 1 worker + 1 light cav
many: 2 worker + 2 light cav
my goal is to
1. make the first few turns faster (you can build your first buildings faster, you can explore faster)
2. and the 3 (min/few/many) options differing not in amount of units but in their diversity, so maybe all being 4 unit sets but with differing units constitution.
My thought was to always have these "roles" but in different ratio
- building
- exploring/occupying
- some army unit
the minimal/few/many namings can be changed to anything.
Here are some setups you can vote for, you can vote for multiple setups if u like more!
Setup 1: (to always have worker and some explorer in all packs, so all games are faster to buildup and to explore)
General(default): 1x worker, 1x laborer, light cav, spearman
Construction: 3x worker, 1x light cav
Expansion: 1x worker, 1x laborer, 2x light cav
Setup 2: (sometimes you dont have explorer unit, more varied packs)
Construction (default) - 2x worker, 2x laborer
Intel - worker, laborer, scout, spy
Expansion - 2x worker, 2x light cav (current many is useful imho)
Setup 3: (keep current settings but change the default when you create a game, eg. to "many" so only intentionally will be set to 1 worker only)
minimal: 1 worker
few: 1 worker + 1 light cav
many(default): 2 worker + 2 light cav
Setup 4: (mostly Azortuga suggestion)
General(default): 1x worker, 1x laborer, 1x light cav, 1x spearman (Units turn value: 9)
Construction: 2x worker, 1x laborer, 1x guerrila (Units turn value: 10)
Expansion: 1x worker, 1x scout, 2x light cav (Units turn value: 10)
(if you have new setup idea, tell us so i will add more "Setup" options, dont forget we can make 3 unit-sets, we can name them anything though)
Re: AOS - vote - Starter units change
I think, second(2) variation, is more useful in all AOS games.
different goals - different tasks
different goals - different tasks
- makazuwr32
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Re: AOS - vote - Starter units change
I would like to add for one of these setups an army setup:
Worker, swordman, archer, pikeman
Worker, swordman, archer, pikeman
AoF Dev Co-Leadermakazuwr32 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™.
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Re: AOS - vote - Starter units change
please write a full setup so i can place it on the list.
Re: AOS - vote - Starter units change
General(default): 1x worker, 1x laborer, 1x skirmisher, 1x spearman
Construction: 2x worker, 1x laborer, 1x guerrila
Expansion: 1x worker, 1x scout, 2x light cav
An idea . Otherwise, I vote setup 1.
Construction: 2x worker, 1x laborer, 1x guerrila
Expansion: 1x worker, 1x scout, 2x light cav
An idea . Otherwise, I vote setup 1.
Last edited by AzorTuga on Tue Jul 19, 2022 10:10 am, edited 4 times in total.
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Re: AOS - vote - Starter units change
no no, there can ONLY be 3 sets not 4 sets.
Re: AOS - vote - Starter units change
Ok sorry. It's edited. I think it's more balanced like this and gives an a particular edge to each one but a clear downside to each one as well.
Re: AOS - vote - Starter units change
I like AzorTuga's setup a lot, seems pretty interesting (though I'd probably replace the swordsman with a light cavalry in the general one).Otherwise I'd also go with setup 1.
Green is the correct color, other colors are "less correct".
Re: AOS - vote - Starter units change
Thanks b2198
I was thinking... having a light cav in default gives too much advantage to it... maybe then instead of a swordsman, putting a skirmisher or a guerrila since they're a bit faster?
I was thinking... having a light cav in default gives too much advantage to it... maybe then instead of a swordsman, putting a skirmisher or a guerrila since they're a bit faster?
Re: AOS - vote - Starter units change
Yeah, maybe. Then a skirmisher would probably be better, to have a combination of melee and ranged, instead of 2 melee infantries.
Green is the correct color, other colors are "less correct".
Re: AOS - vote - Starter units change
Alright, I edited.
And I put a guerrilla in the "construction" mode because, imagine if you have this starter pack and you spawn next to a player with the expansion starter pack. He will easily overrun you with the horses, kill all the workers and skirmisher. At least a guerrilla gives a bit more defense and speed. Can't think of other basic unit with the same characteristics.
And I put a guerrilla in the "construction" mode because, imagine if you have this starter pack and you spawn next to a player with the expansion starter pack. He will easily overrun you with the horses, kill all the workers and skirmisher. At least a guerrilla gives a bit more defense and speed. Can't think of other basic unit with the same characteristics.
Re: AOS - vote - Starter units change
I think all players in a match will start with the same pack though, following the match configs. (like the way we currently can set "minimal", "few" and "many" on creating a match)
Green is the correct color, other colors are "less correct".
Re: AOS - vote - Starter units change
Oh right... ok. Well I'll leave the guerrilla, it's better against animals.
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Re: AOS - vote - Starter units change
i think there is a huge misunderstanding: you dont need to BALANCE the unit-sets, all players will go with SAME pack. so one pack can have30 turn value of units while other sets can be 8 turn calue of units - no problem.
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Re: AOS - vote - Starter units change
oh, all votes reseted, sorry, seems i can not expand the vote list
Re: AOS - vote - Starter units change
Yes yes stratego, I missunderstood that. In this case the turn value doesn't matter, can be removed from the setup. Thanks for adding the setup to the list
- godOfKings
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Re: AOS - vote - Starter units change
I m not sure if its possible, but specifically for island maps or mostly water maps a setup:
Setup: navy scout
1 worker
1 light cav
1 row boat
1 dromon scout
Setup: navy construction
1 worker
1 laborer
1 light cav
1 dromon scout
Using the first setup u could explore 2 different sides at the same time as well separate explorer teams for close and far exploration
Using setup 2 u can only explore one side in the beginning but with faster construction may b u can build bridge/ row boat to explore other areas
Setup: navy scout
1 worker
1 light cav
1 row boat
1 dromon scout
Setup: navy construction
1 worker
1 laborer
1 light cav
1 dromon scout
Using the first setup u could explore 2 different sides at the same time as well separate explorer teams for close and far exploration
Using setup 2 u can only explore one side in the beginning but with faster construction may b u can build bridge/ row boat to explore other areas
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
Re: AOS - vote - Starter units change
Interesting idea. The only problem I see with this is that the starter town MUST really be besides water. If it fails by one square, the starter ships are useless. I think very few maps guarantee that.godOfKings wrote: ↑Tue Jul 19, 2022 12:30 pm I m not sure if its possible, but specifically for island maps or mostly water maps a setup:
Otherwise, one single NAVY setup could be interesting like: 1x worker, 1x laborer, 1x row boat, 1x dromon.
But with only 3 setups available, I don't see how this would fit in.
- godOfKings
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Re: AOS - vote - Starter units change
Well even if there is no water nearby u can still build a canal, u will just b unlucky for a few turns i guess, but there must b some conditions like majority of map is water tiles, or a certain area around starting tc positions is surrounded by water, for these options to b available
Or the map designer himself designates this map as water map with these setups available
Or the map designer himself designates this map as water map with these setups available
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
- makazuwr32
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Re: AOS - vote - Starter units change
For that we will need some specific code changes if you want to show depending on the map different starting unit sets.godOfKings wrote: ↑Tue Jul 19, 2022 4:37 pm Well even if there is no water nearby u can still build a canal, u will just b unlucky for a few turns i guess, but there must b some conditions like majority of map is water tiles, or a certain area around starting tc positions is surrounded by water, for these options to b available
Or the map designer himself designates this map as water map with these setups available
AoF Dev Co-Leadermakazuwr32 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™.
Re: AOS - vote - Starter units change
That's not a bit unlucky... Takes several turns to build a canal and that's a worker that stays busy at the crucial start of the game. Plus, a ship that is stuck for these early turns and can not explore other towns to capture. Not good :\godOfKings wrote: ↑Tue Jul 19, 2022 4:37 pm Well even if there is no water nearby u can still build a canal, u will just b unlucky for a few turns i guess,