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#21
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Interesting system, although I do notice that each of these is an economic edge. While I dislike "strong pikes" or "strong archer" subfactions which just facilitate players who try to overwhelm with one type of unit, I think more variety is required.
For instance, one potential option might be faster build speeds with a disadvantage of slightly weaker buildings (a good combination with an improved wood gathering trait). The obvious implications would be that your buildings would be easier to destroy, but also easier to replace once destroyed, giving a different feel and potentially a different strategy to that subfaction's base. As I said, I'm deeply opposed to making any faction an "archer specialist" or "swordsman specialist" faction, as this just encourages players to dedicate to one unit type, something that should always be avoided. It's one thing to give a faction superior wood gathering to fuel high-wood cost units, but the bottom line is that those units won't be any superior to the other player's.
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#22
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Hopefully the factions units will not be overpowered and there regular units like swordsman will still be an average unit. Like Darvin said, the specialty units could cost more or their benefits would not imbalance battles or other things. For example maybe a group that specializes in archers could have a better chance of hitting their target but have slower reload times so that regular archers could have a "chance" of defeating them.
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#23
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I strongly believe that any advantage should be paired with a corresponding disadvantage to change the way that a unit is used, and not the overall quality of the unit. If you're just varying the overall quality, then the design plays into the hands of people who want to just ride over an enemy with one very upgraded unit type. If you vary the way that the unit is used, it will not have the same effect. As I mentioned, giving an increased build time to structures, but reduced hit points, would not make them better or worse in an overall sense, but would instead change the way they are used. I feel this is the best way to create subfactions.
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#24
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Guys, keep in mind that descriptions of advantages we posted barely scratched the surface of economic modifiers.
Quote:
And to address the concern that it looks like choosing a region (and later national trait - similar to mmorpg professions) can greatly increase player`s proficiency with some units - ranged and siege for Wold for example, or cavalry and melee for Rollingplains player. This is quite a standard approach seen in mmorpg - warrior class, nuker, healer e.t.c When it comes to team battles in DoF, quite often we will see players team up against other player, or quest mission, and in such situation the most successful team we`ll be a well balanced one - for example Rollingplains player will provide infantry, start a game with a nice cavalry rush, another elven player with focus in magic, will act as healing and magic support, and once it comes to laying siege to enemy stronghold, Wold player will do his part. But anyhow - the topic of professions and balancing is still to come. Coming up on Tuesday - 3 Elven regions. |
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#25
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Nice, looking forward to it ![]()
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#26
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Ahh nice new info there can't wait...*rez'd*
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#27
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The mmo aspect of DoF is obviously more elaborate than I (we?) thought. I still can't figure out how exactly is it supposed to work. But I like what I'm seeing.
![]() ps: Is it Tuesday already? pps: How about now? ![]()
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#28
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Well im sorry to say it's only saturday now
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#29
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Well im sorry to say it's only saturday now
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#30
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ooops sorry for the duoble post's
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