Terrain Bonuses
Terrain Bonuses
why is it that neither land nor water units can pass on ice?
- makazuwr32
- Posts: 7832
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- Location: Moscow, Russia
Re: ice problem
We just did not decided who and at what speed must be able to pass ice.
What speed modifiers they must have.
What speed modifiers they must have.
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: ice problem
aah, I seemakazuwr32 wrote: ↑Wed Jun 17, 2020 4:39 pm We just did not decided who and at what speed must be able to pass ice.
What speed modifiers they must have.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: ice problem
I think that we could reason on most of terrain types. In general ice might not affect much walking ability of land units (even though it is slippery, but we can't make units miss their target tile, as far as I know) but could just be slowly sailable from all ship units and at full speed from icebreaker ships. About exclusive swimmers I don't know if they should be able to slowly walk it. I think they could swim at full speed under the ice but might have some problems to rise on the surface.
In general I think we should lower mounts' speed in forest and snow tiles (maybe some lower penalties on sand) while on road tiles they could get a good boost.
If it was possible I would make forest tiles "hide" non-giant units inside from arrows (providing some dodge ranged maybe?)
In general I think we should lower mounts' speed in forest and snow tiles (maybe some lower penalties on sand) while on road tiles they could get a good boost.
If it was possible I would make forest tiles "hide" non-giant units inside from arrows (providing some dodge ranged maybe?)
Age of Fantasy design leader
Re: ice problem
I don't think cavalry should be able to cross ice because it's harder for hooved units to get traction.
Giants should just cross it in the same speed that they would in water, being that how heavy they are they are most likely to break through the ice and have to swim anyway. A nice cold bath.
Giants should just cross it in the same speed that they would in water, being that how heavy they are they are most likely to break through the ice and have to swim anyway. A nice cold bath.
Re: ice problem
if the ice is strong enough then both a man and a horse can pass on it, there are examples of some battles on ice (naturally, the speed decreases). In general, the idea of Alexander is the most feasible and I hope that you will accept it))))))Savra wrote: ↑Wed Jun 17, 2020 5:31 pm I don't think cavalry should be able to cross ice because it's harder for hooved units to get traction.
Giants should just cross it in the same speed that they would in water, being that how heavy they are they are most likely to break through the ice and have to swim anyway. A nice cold bath.
- makazuwr32
- Posts: 7832
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: ice problem
I must add a bit:
In aos endru made next additions as environment for tiles:
Grass, snow, sand - normal type land, no bonuses or speed changes for normal units;
Forest - 67% speed for cavalry, can't be passed by mechanical units, +1 p.armor to unit;
Mountains - +1 normal armor, only for mountain-walking units;
Roads - +1 speed to all units as general rule;
Frozen river - 50% speed for both land and water units;
Deep water - +1 (or +2, not sure) speed.
Just to begin with something.
In aos endru made next additions as environment for tiles:
Grass, snow, sand - normal type land, no bonuses or speed changes for normal units;
Forest - 67% speed for cavalry, can't be passed by mechanical units, +1 p.armor to unit;
Mountains - +1 normal armor, only for mountain-walking units;
Roads - +1 speed to all units as general rule;
Frozen river - 50% speed for both land and water units;
Deep water - +1 (or +2, not sure) speed.
Just to begin with something.
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™.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: ice problem
I suppose it is not that weak being a permanent tileset (otherwise it should become water after a giant unit pass over it)Savra wrote: ↑Wed Jun 17, 2020 5:31 pm I don't think cavalry should be able to cross ice because it's harder for hooved units to get traction.
Giants should just cross it in the same speed that they would in water, being that how heavy they are they are most likely to break through the ice and have to swim anyway. A nice cold bath.
In general it is either fragile so that land unit can't walk over it or it is not and those units can walk it (we can then decide if speed should be lowered for non specialized land units)
Age of Fantasy design leader
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: ice problem
plains should provide no bonus/penalty but I was thinking that we could make at least a -1 speed on sand and snow tiles and dodge reduction for units with it cause of the difficulty to move accuratelymakazuwr32 wrote: ↑Wed Jun 17, 2020 7:57 pm I must add a bit:
In aos endru made next additions as environment for tiles:
Grass, snow, sand - normal type land, no bonuses or speed changes for normal units;
Forest - 67% speed for cavalry, can't be passed by mechanical units, +1 p.armor to unit;
Mountains - +1 normal armor, only for mountain-walking units;
Roads - +1 speed to all units as general rule;
Frozen river - 50% speed for both land and water units;
Deep water - +1 (or +2, not sure) speed.
Just to begin with something.
I think that forest movement modifier is fine but in addition I would give no speed penalty for deers (so they have their own niche even if slower than unicorns) and I would replace that +1 to p.armor with a 10%/15% dodge ranged and maybe a miss chance for ranged units inside the forest (those obstacles apply both way)
I think that mountains could provide a similar effect for melee attacks (since it is more difficult to hit someone cause of the different height levels)
roads +1 speed should be fine for all land units (not flying)
about frozen rivers we are already discussing that
about water tiles I think that shallow waters might provide a lesser reduction for giants while deep water give them the usual speed reduction, at the same time we can have faster speed for ships in deep waters (as they need to be less careful than in shallow waters) but swimmers (merlocks and mermen at the moment) would probably have no speed difference (cause they can already swim well in shallow water)
Age of Fantasy design leader
- Alexander82
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- makazuwr32
- Posts: 7832
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: ice problem
Changed topic to "Terrain bonuses" discussion.
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: Terrain Bonuses
We could probably copy how AOS's style is.