Tathar |
May 20 2019, 11:19 AM
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#1
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Civilian Group: Members Posts: 4 AOM Replays: 0 Submissions: None Joined: 20-May 19 Member No.: 124,113 |
Albeit not a active player myself i think aot could have easily get 100 players when aoc has 1000. So i want to say what i think could improve game. They might go beyond what voobly patches tho -Farms have 400-500 food(needs tuning for att and egypt), Fish have 700. Its similar to inf. but if game goes on you have to manage resources. -TCs have -4 attack unless at least 2 vils(1 for att) are garrisoned. Or something equivelant. Fit for a starting bulding. -+1 house limit. I believe developer had incentives to undershoot pop limit to make the game more 'friendly'. It makes like +20 total pop in 1v1 which is something. Other than these maybe make gates 40g. Since most segments have a gate it normalises segment cost. So you have to consider which area to wall. Make axeman deal x3.5(-0.50 from multipler) vs ta. This post has been edited by Tathar: May 23 2019, 10:21 AM |
snp4 |
May 20 2019, 12:16 PM
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#2
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Sergeant Group: Banned Posts: 180 AOM Replays: 4 Submissions: None Joined: 3-November 17 Member No.: 122,877 |
QUOTE(Tathar @ May 20 2019, 11:19 AM) Albeit not a active player myself i think aot could have easily get 100 players when aoc has 1000. So i want to say what i think could improve game. They might go beyond what voobly patches tho -Farms have 400-500 food(needs tuning for att and egypt), Fish have 700. Its similar to inf. but if game goes on you have to manage resources. -TCs have -4 attack unless at least 2 vils(1 for att) are garrisoned. Or something equivelant. Fit for a starting bulding. -+1 pop for houses. I believe developer had incentives to undershoot pop limit to make theĀ game more 'friendly'. It makes like +20 total pop in 1v1 which is something. Other than these maybe make gates 40g. Since most segments have a gate it normalises segment cost. So you have to consider which area to wall. Make axeman deal x3.5(-0.50 from multipler) vs ta. The farms point is bad, shouldn't be added in. It's a concept from aoe2 which wouldnt work well in AOM as aoe2 vills gather slowly and the mill and stuff etc. The fish idea is pointless it doesn't add any strategic depth nor is it fun. Players should naturally transition off fishing ships anyway in the late game for the pop. The TC point is stupid TC attack should be kept as it is. Less damage would, for example, let a Krush player just walk his initial harass up to your villagers who are otherwise safe and makes your starting gold/hunt not safe anymore (to the degree it was atleast). The gates being expensive is pointless. 20 extra gold for a gate it won't change anything and is just pointless work and even if it did having several gates isn't a problem. The axeman extra damage is also pointless, T.A are meant to counter infantry not be countered by, as an eggie you have slingers to deal with them. As you can see i have repeated pointless a lot, it's what this post is. This post has been edited by snp4: May 20 2019, 12:16 PM |
Nemesis |
May 20 2019, 02:23 PM
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#3
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General Group: AoT Gosu Posts: 4,341 AOM Replays: 243 Submissions: None Joined: 31-December 03 Member No.: 2,288 |
in my opinion it's far more important to address aspects of aot that are not balanced, such as 2 tc booming with autoqueue in classical age being too fast and easy to do, and unit balance, than adding in features to make it an aoe2-aom hybrid. if you want to make it harder to play, play without autoqueue |
Tathar |
May 20 2019, 04:40 PM
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#4
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Civilian Group: Members Posts: 4 AOM Replays: 0 Submissions: None Joined: 20-May 19 Member No.: 124,113 |
Steering towards aoe2 design wouldnt be bad i think. And its easier to balance things on a solid foundation. snp4 what part of (-0.50 from multipler) you didnt understand? If you read it ofc |
Lunatic_Kingdom |
May 20 2019, 05:15 PM
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#5
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Warrant Officer Group: Banned Posts: 324 AOM Replays: 0 Submissions: None Joined: 26-January 17 Member No.: 122,132 |
if voobly implement thiis changes i guarantee everyone will instantly leave voobly and switch to ee so i approve these changes |
snp4 |
May 21 2019, 09:38 AM
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#6
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Sergeant Group: Banned Posts: 180 AOM Replays: 4 Submissions: None Joined: 3-November 17 Member No.: 122,877 |
QUOTE(Lunatic_Kingdom @ May 20 2019, 05:15 PM) if voobly implement thiis changes i guarantee everyone will instantly leave voobly and switch to ee so i approve these changes 111111111 +1 |
Tathar |
May 21 2019, 05:26 PM
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#7
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Civilian Group: Members Posts: 4 AOM Replays: 0 Submissions: None Joined: 20-May 19 Member No.: 124,113 |
First thread, immediately gets the 2/2 of fking brats in forum. Ban me, there is no sanctuary afterall. |
Lebkuchen_mann |
May 21 2019, 06:28 PM
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#8
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Field-Marshal Group: Staff Alumni Posts: 10,579 AOM Replays: 152 Submissions: None Joined: 21-September 08 Member No.: 69,515 |
Why do you think the game needs these structural changes? |
KoN_Meathook |
May 22 2019, 04:48 AM
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#9
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General Group: Members Posts: 4,186 AOM Replays: 200 Submissions: None Joined: 29-August 04 From: Ministry of Silly Walks Member No.: 9,465 |
QUOTE(Tathar @ May 21 2019, 10:26 PM) First thread, immediately gets the 2/2 of fking brats in forum. Ban me, there is no sanctuary afterall. Yep, this site is full of trolls, sadly. Your changes doesn't appeal to me personally, especially not the farm reinvestment (it's not aoc) but it's nice to see new members on these forums. You can try www.thedodclan.com next time, it's a friendlier AoT community. |
TOAO_ChronoJJ |
May 22 2019, 06:30 AM
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#10
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Lieutenant-General Group: Staff Alumni Posts: 3,527 AOM Replays: 206 Submissions: None Joined: 30-October 03 From: ? Member No.: 549 |
Trying to make this game be like Age of Empires 2 won't get AoE2 players to play, and it would simply alienate the AoM players who play this game because it isn't Age of Empires 2. It is true that population is very low on this game, however all units are balanced with population in mind, so increasing population cap would likely have some unintended consequences. TCs are a little strong I agree, hence why 2 tc is so good. |
Tathar |
May 22 2019, 11:38 AM
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#11
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Civilian Group: Members Posts: 4 AOM Replays: 0 Submissions: None Joined: 20-May 19 Member No.: 124,113 |
QUOTE(Lebkuchen_mann @ May 22 2019, 02:28 AM) Devs made some decisions without much thinking:inf resources, giving bases direct defense, low pop limit; which are never seen before. They are to stay but im saying just bending them without breaking as they give greatest yield per change. |
Lunatic_Kingdom |
May 22 2019, 01:15 PM
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#12
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Warrant Officer Group: Banned Posts: 324 AOM Replays: 0 Submissions: None Joined: 26-January 17 Member No.: 122,132 |
QUOTE(Tathar @ May 22 2019, 04:38 PM) QUOTE(Lebkuchen_mann @ May 22 2019, 02:28 AM) Devs made some decisions without much thinking:inf resources, giving bases direct defense, low pop limit; which are never seen before. They are to stay but im saying just bending them without breaking as they give greatest yield per change. these are good parts of the game we love them they shouldnt be changed wtihout this aom is not aom |
Harmsway |
May 22 2019, 04:23 PM
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#13
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Lance Corporal Group: Members Posts: 98 AOM Replays: 0 Submissions: None Joined: 18-March 19 Member No.: 123,979 |
QUOTE(Tathar @ May 22 2019, 11:38 AM) QUOTE(Lebkuchen_mann @ May 22 2019, 02:28 AM) Devs made some decisions without much thinking:inf resources, giving bases direct defense, low pop limit; which are never seen before. They are to stay but im saying just bending them without breaking as they give greatest yield per change. AoM was the first Age game that was deliberately designed around its pop limit. Previous games had very little pop initially, and then more pop added later. |
TOAO_ChronoJJ |
May 22 2019, 09:33 PM
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#14
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Lieutenant-General Group: Staff Alumni Posts: 3,527 AOM Replays: 206 Submissions: None Joined: 30-October 03 From: ? Member No.: 549 |
QUOTE(Tathar @ May 22 2019, 04:38 PM) Devs made some decisions without much thinking:inf resources, giving bases direct defense, low pop limit; which are never seen before. They are to stay but im saying just bending them without breaking as they give greatest yield per change. I doubt changes were made without thinking; likely just the opposite. AoM is the chronological sequel to AoC, and I am sure ES looked closely at AoC when they designed AoM. I don't think it's coincidence that many things in AoM are the complete opposite to AoC. This post has been edited by TOAO_ChronoJJ: May 22 2019, 09:33 PM |
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