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Thread: Age 54 Potential Changes Rev II

  1. #31
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    I really like these changes, although I believe halfers are much too weak.

    This age they were a bit too weak to begin with and they lost +10% population, perfect intel, quickfeet, and townwatch in favor of +50% TPA and invisibility. This is a nerf to an already weak race.

  2. #32
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    Quote Originally Posted by DHaran View Post
    The war wouldn't be over until one is thoroughly beaten. Topfeeding on bigger kingdoms to get to some NW ratio autowin would be a terrible mechanic. You have to beat them down to win, if you can't do that then you aren't really winning yet.
    Wouldn't it be nice if top-feeding replaced bottom-feeding for a while? Maybe smaller kingdoms would actually accept to go to war as opposed to spamming the CF button. Could make the game more interesting and competitive.
    Last edited by Tabuazero; 27-04-2012 at 14:07.

  3. #33
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    Quote Originally Posted by Bishop View Post
    100 books of science per acre based on your median province
    3 times your median provinces acres in spec credits
    median or mean? it makes a BIG difference

  4. #34
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    Quote Originally Posted by DHaran View Post
    Why can't an Avian A/t NS Orcs and Undeads or an A/m??
    Sure they "can", bcuz if enemy has high tpa or >WTs<, what u must do to avoid lets say beeing AWed to death, looses will be huge and tpa efficiency of avian is/will be very low.

  5. #35
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    Quote Originally Posted by dusk View Post
    OK the game mechanic changes are good
    personalities are OK except sage is now almost useless, cant run extreme without cost reduction might as well remove extreme from the game. Do they even get some free books ???? nerfed to much on that note i could careless about plauge when i can just remove it casting NB.
    I've been running extreme sci between wars as a rogue this age. It's doable without being sage.

  6. #36
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    Quote Originally Posted by Persain View Post
    median or mean? it makes a BIG difference
    Agreed it makes a big difference, and mean would be preferable to median.

  7. #37
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    Quote Originally Posted by Tabuazero View Post
    Wouldn't it be nice if top-feeding replaced bottom-feeding for a while? Maybe smaller kingdoms would actually accept to go to war as opposed to spamming the CF button. Could make the game more interesting and competitive.
    Topfeeding is already stronger than bottomfeeding.... It's a common misconception that big provs hit small provs. A more accurate description is big provs hit BAD provs.
    S E C R E T S

  8. #38
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    Avian

    +40 damage? An attacker race should not have more of a mod than a T/M race. Fae being 30, this should be max 25%. Reduce Elite cost to 675 if you feel you need to balance that reduction in op bonus.

    Dwarf

    Looks OK to me.

    Elves

    600 or 650 gc on the elite unless you are going to give the Quickfeet back. Give them back reflect magic.

    Faery

    I like it except for the spell book. I think faes should have full spells including MS. If you feel you need to, drop their bonus to +25% on all op parameters for it.

    Halflings

    Looking good, but give them back aggression too, so spells should be invisibility, town watch and aggression. I also think because of their elite they need a either the small population bonus (5%) or they need the 500 gc elite so they have space for homes.

    Humans

    I like the idea of the generalist race. I think people are going to shy away from it big time. I would prefer to see a 6/6 elite here for 750 gc with a 6.5 nw.

    Orcs

    Look good to me.

    Undead

    I am sad that you all caved to the Undead whiners about food. They have to eat something. I would like to see them have a small pop penalty if you are not going to make them have food. So, I would propose having a -20% sci penalty and a -5% pop penalty (since they keep eating their peasants)if they insist on the food thing.

    I like all personalities but the Sage

    Sage

    needs more sci protection. Restore the -75% losses on learn attacks. Immunity to plague exchanged for the science discount is a MASSIVE NERF to this personality to then further nerf the protection and renerf the science effectiveness bonus is a screw job beyond the pale. So at least give them back the -75% protection. If you insist on taking away the research discount give them back the 30% effectiveness too.

    Mechanics

    Without knowing the specific chances of increasing the meter and the casualties on bounes I can?t say if the current bounce mechanic is fair or not. If losses are sufficiently nerfed on a bounce attack, then I am OK with this I guess, but I would prefer the simpler bounce = 1 point on the meter.

  9. #39
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    Good tweaks, I think most everything is fine. I have a hard time seeing how human can compete even with +10% pop, but the concept is fun. An improvement here would probably be good, war hero could also use a small extra. Faeries are more than fine, not giving them MS provides strategic choice (even if the new strong mystic still makes faery a bit too strong overall).
    Last edited by Elurin; 27-04-2012 at 14:45.

  10. #40
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    Orc is way too strong. Either tweak that elite value, to 8/2 (which is boring) or give them a proper drawback from having an awsome elite. The TPA/WPA decrease sounded nice. Or just make it a flat 50% WPA decrease. (They have Reflect Magic afterall)
    Personalities just seem boring, nothing that really shines. Sages is worthless, same for clerics.

    Don't know how you came up with all the numbers, very few of the selected races will actually be decent as it is

  11. #41
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    Better than what was initially proposed. I think personally give elf crystal ball or equivalent to get 100% intel in war (unique to elf only, not mystic/faery)

  12. #42
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    Faery needs,a massive nerf still. Not sure how that's still flying below the radar. Drastically overpowered this age and will continue to be as faery/rogue or fae/mystic

  13. #43
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    Quote Originally Posted by DDodge View Post
    Faery needs,a massive nerf still. Not sure how that's still flying below the radar. Drastically overpowered this age and will continue to be as faery/rogue or fae/mystic
    The Warrior
    +1 General
    +15% OME in war
    Enhanced Conquest range

    I see faeries as kind of weak now tbh... an undead warrior can easily conquest and if there is a chance to spread plague on top of that would easily make the faery a chain-able massacre target after 2/3 conquests. Especially with mixed in orcs dealing bloodlust etc with PFs against them. I recon in 5/6 massacares you could totally ruin a faeries TPA/WPA

    Looking at it more I think it is really quite balanced. Only races I think need changing is +20% BE for dwarfs, remove credit raze or say they can raze for free too. Humans, not sure about there elites tbh. 6/5 elites would be better with 45% spell + thieve damage.

  14. #44
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    Love the updated game mechanics and changes. Thanks for the great effort. Just spicing up some more possibilities:

    Avian
    -25% Attack Time
    +30% thievery damage


    - 10% attack gains
    No Access to Stables

    Spell book: Town Watch, Vermin
    Elite: 7/2, 700gc, 6.25NW


    Dwarf
    + 15% BE
    + 30% Spell Damage (Instant Spells)
    Free Building Construction
    Can use credits to raze buildings

    + 50% Food consumption
    Accelerated Construction not available

    Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
    Elite: 7/3, 750gc, 6.5NW


    Orcs
    +20% gains
    Can train elites with credits

    -20% WPA and TPA

    Spellbook: Bloodlust, Fanaticism, Aggression, Shadowlight, Reflect Magic
    Elite: 9/2, 850gc, 7.25NW


    The War Hero
    +50% more bonuses from honor
    -50% draft cost
    -50% train time
    Homes house 10 peasants instead of 8.

  15. #45
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    Quote Originally Posted by Elurin View Post
    ...war hero could also use a small extra.
    War hero does need a small buff. It's awfully weak right now.

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