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#41
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Quote:
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#42
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Quote:
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
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They're staged though, because the navy system isn't finished
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#44
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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
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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
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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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[CENTER]There is no such thing as innocence, only degrees of guilt ...[/CENTER] |
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#47
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That's what I meant.
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