View Full Version : Are world/national units too powerful?
Pelaka Sep 08, 2006, 04:21 PM I think the early/mid game is very nicely balanced (except for the $%@# rangers :-) up through the first Str 6-7 heros you can get. However, past that things unbalance very quickly. The problem is that once a Civ gets its str 9+ heros or national units it can very quickly steamroll the rest of the world. Its even worse when you get 3-4 confessors stacked with a str 11+ unit to defend them. Most cities quickly fall to 2 rounds of mass flame strikes.
In the games I play one day we are playing with nicely balanced 5-7 units, then 20-30 turns latter there are a half dozen or so str 11+ units, with nothing in between. The only way to defend against this onslaught are world/national units of your own... there are no str 9'ish normal units you can mass produce to try to take these down in human wave attacks.
Whats even worse, is many of these world/national units are of a different "specialty" then the path they lie on. Druids are the worse. Why waste time trying to build the priest or arcane paths... just go recon for military power and at the end you get the best caster in the game. Likewise, there are some very powerful melee units in the priest line.
Is this really the sort of gameplay we want?
Pel
Maniac Sep 08, 2006, 04:33 PM I don't like the tier4 units either, but just FYI:
there are no str 9'ish normal units you can mass produce to try to take these down in human wave attacks.
Arquebusiers
triangle Sep 08, 2006, 05:07 PM I don't think national units are overpowered.
Frankly, If you can steamroll the enemy because you have T4 units and they only have T3s that's youre reward for out teching them.
Stacks of national units hitting stacks of national units in cities seems pretty fair.
If anything, arquebusiers are the ones that are overpowered. Why even reasearch golem mastery when you can always just spam arquebusiers? It makes golem mastery (unless you're runes) much less useful.
Chandrasekhar Sep 08, 2006, 05:32 PM Axemen steamroll warriors, macemen steamroll axemen, Spartiatoi steamroll macemen. Really, FfH doesn't reward technologically specialized realms enough; military superiority should be taken from them, too.
Fr8Train Sep 08, 2006, 05:38 PM I think the early/mid game is very nicely balanced (except for the $%@# rangers :-) up through the first Str 6-7 heros you can get. However, past that things unbalance very quickly. The problem is that once a Civ gets its str 9+ heros or national units it can very quickly steamroll the rest of the world. Its even worse when you get 3-4 confessors stacked with a str 11+ unit to defend them. Most cities quickly fall to 2 rounds of mass flame strikes.
In the games I play one day we are playing with nicely balanced 5-7 units, then 20-30 turns latter there are a half dozen or so str 11+ units, with nothing in between. The only way to defend against this onslaught are world/national units of your own... there are no str 9'ish normal units you can mass produce to try to take these down in human wave attacks.
Whats even worse, is many of these world/national units are of a different "specialty" then the path they lie on. Druids are the worse. Why waste time trying to build the priest or arcane paths... just go recon for military power and at the end you get the best caster in the game. Likewise, there are some very powerful melee units in the priest line.
Is this really the sort of gameplay we want?
Pel
I agree that druids are a bit overpowered for how early you can get them.
Gamestation Sep 08, 2006, 06:24 PM I don't like the tier4 units either, but just FYI:
Arquebusiers
I though Arquebusiers were also national units.
Chandrasekhar Sep 08, 2006, 06:24 PM Not anymore. Kael wanted to make more of a difference between gunpowder and non-gunpowder Civs.
Gamestation Sep 08, 2006, 06:27 PM Oh, that sucks for the person that is behind in tech and relying on walls to protect their cities.
Chandrasekhar Sep 08, 2006, 06:29 PM I want a universal gunpowder hero...
Silverkiss Sep 08, 2006, 06:48 PM It would be cool... But it HAS to be dwarven lol, even if anyone with any religion can build it....
QES Sep 10, 2006, 09:16 AM I want a universal gunpowder hero...
I want a universal Gambling hero.
"A monster has taken ahold of your mother, I name him GAMBLOR!" - Homer Simpson
-Qes
Uberslacker Sep 10, 2006, 08:21 PM Call him the God of Gamblers and you've got a sale. :)
http://www.lovehkfilm.com/reviews_2/god_of_gamblers.htm
eerr Sep 16, 2006, 06:52 PM Call him the God of Gamblers and you've got a sale. :)
http://www.lovehkfilm.com/reviews_2/god_of_gamblers.htm
I smell a new hero for the balseraphs
QES Sep 16, 2006, 07:51 PM Could name him "Qes"
-Qes
EDIT: Kidding of course, but perhaps Gamblor could have like a very strange variable system. Maybe he's a Str 1 unit with the following (during a potential battle):
20% chance of killing a opposing unit outright
20% Chance of forcing opposing unit to "escape" to capital (works on attack or defence)
20% Chance of stealing gold from oppoenant and "escaping" to capital
20% chance of of casting dominate on opposing unit
10% Chance of instantly dying
10% chance of randomly casting scorch, bloom, vitalize, or fallout (and no battle occurs)
naf4ever Sep 17, 2006, 05:32 AM World units are not too powerful because they are just one unit. Even if a mithril golem comes at one of your cities all you have to do is sit back and summon 2 imps (or any other wimpy creature) every turn. The golem only has one attack and will never bust through 2 in the same turn unless he has help.
World units arent that great.
eerr Sep 17, 2006, 11:26 AM World units are not too powerful because they are just one unit. Even if a mithril golem comes at one of your cities all you have to do is sit back and summon 2 imps (or any other wimpy creature) every turn. The golem only has one attack and will never bust through 2 in the same turn unless he has help.
World units arent that great.
but then all your enemy needs to do is train a few units capable of killing imps
(luchiurp could make the mith golem super powerful and then send buffed up dwarven mages to attend him)
i'll have to try that to defend agains juggernaut strategies though...
Uberslacker Sep 17, 2006, 05:30 PM Could name him "Qes"
-Qes
EDIT: Kidding of course, but perhaps Gamblor could have like a very strange variable system. Maybe he's a Str 1 unit with the following (during a potential battle):
20% chance of killing a opposing unit outright
20% Chance of forcing opposing unit to "escape" to capital (works on attack or defence)
20% Chance of stealing gold from oppoenant and "escaping" to capital
20% chance of of casting dominate on opposing unit
10% Chance of instantly dying
10% chance of randomly casting scorch, bloom, vitalize, or fallout (and no battle occurs)
This is actually in line with how I visualised the Loki unit when I first read it was in the game. Perhaps Loki is the God of Gamblers.
|
|