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  #41  
Old 03-26-2009, 10:12 PM
Phylast Phylast is offline
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Default naval units

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Originally Posted by Konstantin Fomenko View Post
So yeah - casual rushing only. You might call it a radical solution, but, DoF is putting alot of emphasis on huge strongholds, thousands of units on screeen epic battles, naval combat, sieges. Now rushing, really cuts all of this as well as 80% of other content.
Are there still going to be naval units/ battles? I've haven't seen anything on this at all. Also if there are naval units, how would the resources that each band takes out be able to be spent (I read that groups of units bring a small amount of resources with them that can be used)?
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  #42  
Old 03-27-2009, 05:00 AM
LordSlayer LordSlayer is offline
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Originally Posted by Phylast View Post
Are there still going to be naval units/ battles? I've haven't seen anything on this at all. Also if there are naval units, how would the resources that each band takes out be able to be spent (I read that groups of units bring a small amount of resources with them that can be used)?
Unless they cut it, there will be naval units in the game (every race will have distinct ones with orc being the worst) and you will be able to put most ground units on ships to board other ships.

If you want screenshots of this, you can go to the media section, it is in one of the weekly sreenshots.
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  #43  
Old 03-27-2009, 05:58 AM
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They're staged though, because the navy system isn't finished
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  #44  
Old 03-27-2009, 06:58 AM
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We need one semi-small engine addition to make navy usable, and another to make it perfect. Then we need a few models and animations (not hard; ships only have a few animations).
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  #45  
Old 03-27-2009, 02:33 PM
Phylast Phylast is offline
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Sounds great. Most games allow land units (normally ranged units) to damage naval units. Usually the ground units that are able to attack the naval units tend to do massive damage to the naval units. I've always seen the massive damage to be a flaw. Having ground units, or at least towers doing damage to naval units is fine, but when a few shots takes out an entire battleship I believe is unintentional. Here's where I see the flaw; Naval units have a base defense and health statistic normally balanced against other naval units for an appropriate battle, land units have their own health, damage, and defense statistics balanced for land battle units, what I see happening is that the units from the land are able to do massive damage to naval units because of a possible few reasons. One, the resistance or defense statistic on a naval unit doesn't exist against land ranged unit damage, the naval unit health is minimal compared to other land units so taking a few shots from little archers does a majority of the units' health.

There are a few easy ways to compensate for this mismatch such as adding high resists to non-naval based ranged damage, adding health to all naval units, etc. Just something to keep in mind when planning out the naval units.
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  #46  
Old 03-29-2009, 04:40 PM
LordSlayer LordSlayer is offline
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Originally Posted by Phylast View Post
There are a few easy ways to compensate for this mismatch such as adding high resists to non-naval based ranged damage, adding health to all naval units, etc. Just something to keep in mind when planning out the naval units.
Or you could just give ships huge resist against weak projectiles (arrows, javelins and any other that might be included) and standard infantry melee damage (a normal soldier with a sword should not be able to destroy a ship without serious time investment)
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  #47  
Old 03-29-2009, 09:10 PM
Phylast Phylast is offline
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Originally Posted by LordSlayer View Post
Or you could just give ships huge resist against weak projectiles (arrows, javelins and any other that might be included) and standard infantry melee damage (a normal soldier with a sword should not be able to destroy a ship without serious time investment)
That's what I meant.
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