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Thread: Next Age suggestions

  1. #196
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    Races.... The Numbers... suggested changes.

    Humans - Get rid of +1 def spec.

    Elves - Allow access to dungeons

    Dwarves - Building construction at 25% normal cost. (Not free). Thievery effectiveness -20%. Elite cost to $900.

    Orcs - Draft costs -75%. Normal honour bonuses. Science costs +25%.

    Gnomes - Cost of thieves -30%. Birthrates -15%. -25% bonuses from honour. Elite unit $350 (well it just shouldn't be cheaper than a spec)

    Dark Elves - 75% of normal runes required. (No FREE spells).


    These are just suggested changes... anything not mentioned stays the same as last age. I'm especially against anything for FREE being given to any of the races. Significantly reduced costs or expenses are okay but nothing should be completely free.
    Last edited by Cuchulainn; 17-01-2009 at 15:30.

  2. #197
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    Bring back TradeWars 2010!! And make it online playable like Utopia/Earth 2025!

  3. #198
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    Yeah I agree, go back to land based gains, nw based doesn't make the game as diverse.

  4. #199
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    It makes it less easy to farm out people.
    That's pretty much the reason we went back to networth-based.
    Catwalk's crusade for legalized cheating was a stunning success, with ghettos and low-tiered teams everywhere losing their wells of knowledge to better kingdoms in the process.

    Step one: replace everything that works.
    Step two: blame the predictable epic fail on outside forces.
    Step three: keep the community informed that no progress has been made since the last update.
    Step four: thank you for your patience.

  5. #200
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    Races:
    * DE ,thieves cost 700, no fools gold , no lightning strike spells.
    * Dwarf , drop theivery eff to 15%, build speed fixed to 16h . give fools gold.
    * orc, remove honor penalty,


    Personalities:
    * Mystics , add also +15% rune production
    * Artisan , flats BE bonus to 40%, 60% protection of massacres, raze and buildings agaisnt tornadoes and arson.
    *warrior , remove ambush prot. , give better enchantged conguest attack
    *war hero , remove conguest attack, casualties +30% .
    *sage , remove learn protection. , schools 2X more effective.

    Buildings:
    * homes increse homes by 15, birhtrate*4,5
    * farms , http://forums.jolt.co.uk/showthread.php?t=579505 .
    *mills , also increase building speed *2
    * barrax lower attack times *1,75
    * GS, also protects from massacre losses *2,5(peasasnt,Thief,mages)
    * stables hold 70 horses

    (overally i want to see more building types and better effectiviness in them., not that buuildings hold differenct bonuses)

    Science:
    ( more science types )
    * drop food sci where it was last age.

    Thievery/Magic:
    * Change gains curve from rob the towers op
    * remove lightning strike from DE
    * drop mana/stealth cost on intel ops by 1 or 2 . and make them easier.
    * make wizards train faster after massacre hit(24h)
    * make fog % based ,66% change to get it.

    Attacking:
    quicker war hits, 20%.

    Stances:
    * peacefull. 60% birthrates
    * fortified. 30% quicker construction
    * fort gives 15% def, auto fail on self spells
    * agg. only 5% bigger gains

    War:
    * quicker war hits, 20%
    * remove honor penalty
    * increase honor creation
    * 30% faster military training
    * exept CF period, make one time penalties for wars where not seeing over 10 succesfull attacks at 48h.(ex. lose 4% honor and 10% gc )

    misc:
    * take a step forward to IRC, OMAC.
    * More active and quicker responces at these forums, OMAC have to show them selves that they REALLY want to do something and good at alltimes.

  6. #201
    Needs to get out more VT2's Avatar
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    The paper really, really needs to start showing gains from the explore-pool on both sides.
    Catwalk's crusade for legalized cheating was a stunning success, with ghettos and low-tiered teams everywhere losing their wells of knowledge to better kingdoms in the process.

    Step one: replace everything that works.
    Step two: blame the predictable epic fail on outside forces.
    Step three: keep the community informed that no progress has been made since the last update.
    Step four: thank you for your patience.

  7. #202
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    Personalities - The Numbers - suggested changes.

    The Merchant - Remove immunity to income penalty from Plague.

    The Shepherd - 50% faster military training, building construction, exploring, and scientific research. Remove immunity to Plague.

    The Sage - add immunity to Plague.

    The Rogue - -25% bonuses from honour. Only uses 1 Stealth pt for SoM.

    The Mystic - Only uses 1 Mana pt for CBs and CEs.

    The Warrior - 20% Lower attack time. Plus 25% bonuses from honour. Plus 1 General

    The War Hero - Plus 50% bonuses from honour. Plus 1 General.

    The Artisan - Oh dear.... just get rid of it.

    These are just suggested changes. Anything not specifically mentioned stays the same.

  8. #203
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    "The Warrior - 20% Lower attack time. Plus 25% bonuses from honour. Plus 1 General"

    are you freaking crazy?

  9. #204
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    Wow, the 2 people who suggested doubling (or more) the effect of homes...

    Maybe you should think that through and do some math first? I can just give you a hint: lots of other buildings would never be used, because homes are ridiculously more effective

    Pretty much all posts made by Cuchulainn are completely useless. Not a single thought of balance at all. Sad

  10. #205
    Needs to get out more VT2's Avatar
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    They're just suggestions and ideas - take them for such.
    If you think they have some merit, start a new topic where they can be discussed.

    Make dragons more expensive to kill.
    Catwalk's crusade for legalized cheating was a stunning success, with ghettos and low-tiered teams everywhere losing their wells of knowledge to better kingdoms in the process.

    Step one: replace everything that works.
    Step two: blame the predictable epic fail on outside forces.
    Step three: keep the community informed that no progress has been made since the last update.
    Step four: thank you for your patience.

  11. #206
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    This is not kept short, I prefer to put it all down in one post...
    For Orc, personalities and buildings I've listed all of their pros/cons/effects and marked my suggested changes with > <. For the others it's just the changes.
    Many of them are changes that have been suggested by other people and that I agree on.

    Humans
    replace “Magic Effectiveness -25%”
    With “Offensive magic effectiveness -30%
    and “+50% runes consumption”

    Elves
    replace “No Access to Dungeons” with “No Access to Libraries”
    Lower elite cost from $700 to $600

    Dwarves
    Remove Fog altogether.
    Give Dwarf access to Reflect Magic and Tree of Gold

    Orcs
    + Gains on Attacks : +30%
    + Draft Costs : > -75% <
    + Spreads & is Immune to the Plague
    > + Homes increase maximum population by 14 <
    - Bonuses from Honor : -50%
    > - Science Effectiveness: -15% <
    Specific Spellbook – Fanaticism, Aggression
    Elite Unit – Ogre (> 8/3 <, $800)

    Gnomes
    unchanged

    Dark Elves
    replace “Exploration Costs +20%” with “No access to banks”


    Personalities (not mentioned = no need for change imo):

    The Shepherd
    > 25% faster military training, building construction, exploring, and scientific research <
    > No food needed <

    The Warrior
    15% Lower Attack Time
    > +25% draft speed <

    The Artisan
    All Capacity and Flat Rate Buildings are > 20% < more Effective
    > 50% Protection from Tornadoes, Arson Operations, Meteor Showers, Raze and Massacre Attacks (including t/m/pez losses on massacres) <


    Buildings:

    Remove Schools

    Libraries
    > Increase Science Effects by % * 1,25 <
    > Decrease Science Costs by % * 1.25 <
    > Protect % * 3 Books from Losses <
    Not affected by Building Efficiency

    Armouries
    Decrease Military Training costs by % * 1.5
    Decrease Daily Wages by % * > 2,5 <
    > Increase enemy casualties by * 0,75 <

    Homes
    Increases your maximum population by > 10 <
    Increase Birth Rates by % > 5 <
    > Employs 10 peasants <

    > Plazas <
    Increases BE by % * 0,75
    Employs no one
    Not affected by Building Efficiency


    Miscellaneous:
    Remove Fog spell (minimize utopias effect on your real life)
    Remove NW-based attack times in war (same reason as above)
    -5 % attack time if all troops are mounted
    Make “steal horses” a unique rogue operation
    Paradised land is taken from kingdoms exploration pool
    Greater protection changed to +5% DME and -15% defensive losses
    War Heros “enhanced conquest” gives +10% land gains


    Comments:
    The homes/plazas suggestion might be a bit bold for omacs second age in charge, but it would be interesting to have 2 different buildings that increases your BE since it’s an important game concept. The plazas would have the largest effect on BE, but homes would have the advantage of increasing population (and thus also income) and birth rates. I have done spreadsheet calculations at a normal % on a normal strat, indicating that the 2 buildings would be fairly well balanced with plazas having about twice the effect on BE compared to homes, that would instead have the other benefits. More calcs would of course be needed before an implementation, which is unlikely to take place for next age anyway.
    Removing schools might not be the best way to go, but they just don’t feel right the way they are atm so something should be done to fix it.
    Orcs are tricky to balance when you remove Warrior ambush protection. It’s difficult to predict how much effect that will have, so it’s difficult to know how much to compensate.

  12. #207
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    Quote Originally Posted by Luc View Post
    Pretty much all posts made by Cuchulainn are completely useless. Not a single thought of balance at all. Sad
    Agree.

  13. #208
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    Quote Originally Posted by VT2 View Post
    The paper really, really needs to start showing gains from the explore-pool on both sides.
    I agree VT2, also it still misses attacks from time to time, very annoying when your in a close war.

    Also Orc needs some kind of T/M protection. Either give orc back there 6 def spec/free draft locked at normal/minimal/none/ 5-10% chance of spreading plague when being thieved.

    Get rid of artisian personality. Add its affects to shepard to make shepard not a slackers personality.

  14. #209
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    Quote Originally Posted by ShadowFox View Post
    Also Orc needs some kind of T/M protection. Either give orc back there 6 def spec/free draft locked at normal/minimal/none/ 5-10% chance of spreading plague when being thieved.
    Orc could get CS from Elf

  15. #210
    At One With The Keyboard Luth's Avatar
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    Quote Originally Posted by ShadowFox View Post
    I agree VT2, also it still misses attacks from time to time, very annoying when your in a close war.
    Agree as well, but it's most annoying when you're warring nub monarchs who are clueless and take their own paper as gospel when figuring land gains. Either put them in both papers, or modify the paper to break out what portion of the gain is explore pool and what is the true gain.

    It also needs to reflect every relations change (such as offering MP in war) and also the cancellation of dragons in BOTH papers

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