[ian-reeds-games] Re: Warlords

  • From: "Carlos Macintosh" <sleepio1@xxxxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sun, 4 Aug 2013 21:50:15 -0400

hi allan
First thoughts. I just played through about 40 rounds of the tale of two cities night battle map. Take these suggestions as you will. Feel free to implement all or none of them, it's all up to you.

1. Make multiple entry points between the two competing settlements. As it stands, The enemy managed to hold me back at the choke point, and I couldn't get through. Plus the maneuvering room was extremely cramped. 2. Archers should be easier to kill. It is well known that archers are virtually undefended. Unless you want them wearing like chain mail or something, which would impede their shooting. Perhaps they should take an inherent 1 or 2 damage from all attacks no matter what you do. The wizard energy shield or fortify would probably b the only way to proteect the archer. Elite archers would lose the inherent extra damage, but have no extra defense. Elite archeres should probably get their range boosted to 3, to make the elite vs normal distinction even better. In fact, the line between elite and normal is still pretty blurry and there's not much gained in upgrading to elite units. You gain like an extra hp, and if you are lucky, your abilities are made better. elite units should probably have another chance to attack or something. Or perhaps give everyone an attack success chance of like 82, and the elites can get theirs upgraded to 91. For some reason, the descriptions for light charge, medium charge and heavy charge all say +3 damage. I assume that the better the charge the higher the dmg? 3. Catapults seem to just be blown-up archers that have a bit more hp. They even move at the same speed as archers, which doesn't make sense. Catapults are traditionally slow and clunky wheeled contraptions that are pulled by a couple straining peasants. Catapult rocks should do a bit of splash damage, perhaps only on the same tile, but they definitely should be made more powerful. I never bothered to use the take aim skill. Perhaps this skill could be used to target a particular unit and do more damage to it but decrease the splash. For example the normal attack could do 1d5 damage with 1d4 splash, but target aim would do 2d4 damage with 1d2 splash, or something? 4. Regeneration of the resources like gold, elctrum platinum silver, etc, should increase as you upgrade your base. The AP's increase as well, but I was finding that I didn't have enough resources to recruit anything except for light infantry. And what use are those? 5. Allow for the building of AI-controlled towers. You can start with a scout tower at the settlement level. It can be built within a reasonable range, say 7 squares away from the settlement, and will have a sight range of 3 or so. It gives early warning of enemies, though it can be destroyed. Subsequent levels of your settlement like villages and towns would unlock other towers, such as archery towers with a longer range than an actual archer, or ballista-equipped towers. You could even have a highly advanced wizard tower, who knows.

And that's about it for first impression. I'm going to try the goblin map, but it looks like it will be a pretty engaging one. The prospect of launching a two pronged attack on the base is a promising one.

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