Fafnir13
King
Playing a Khazad game and the horsemen are having a bit more fun then they usually do. Making for some interesting times. Gave me a chance to notice a couple things about them that I thought I would comment on.
My goal is to make the horsemen scarier/more effective at achieving what their flavor text suggests of them.
Yersina seems to have gotten cannibalize. Given that I rarely see the horsemen, I don't know if he/she/it came with this by default. I do like how it makes the standard tactic of sending in many many fodder troops nigh useless (so long as they are alive of course). I think all the horsemen would greatly benefit from some sort of cannibalize promotion, if only so that taking them down takes special action.
Yersina seems to be running around somewhat randomly, making it rather difficult for me to mobilize a large army against it. I'm sure he/she/it is just seeking out targets of opportunity, but I would be interested in learning what it's actual priorities are. Is it just going for the nearest unit with the best chance of success? A particular player's unit?
If possible, the preferable thing (I think) for it to have in the code would be for it to switch targets after every victory/city kill. This would spread the love around and keep it fairly mobile, making harder for players to amass a proper counter force. Would also be great if it could look at potential odds around it of being killed. Anything about 30% should send off warning flags, making it head off into the hills where it can heal up for the next strike. Perhaps it would be simpler if they were programmed to leave the area once a certain number of troops got too close. I dunno.
That King guy with his command promotion is fun and all, but the units he captures just aren't up to snuff. They need to begin fully healed of their inuries and possibly come with some percentage buff (a beefed up version of stigmata?). Otherwise they are just free xp for even your weakest troops.
One final thought/suggestion: should the horsemen get a number of lives? Perhaps this could be simulated with a high withdraw rate? I had a Clan game going recently where the horsemen were just going down like punks. One died on it's first turn of existence attacking a fortified axeman in a city. Didn't even have walls. Shouldn't they be sticking around a little longer? I don't want them being unstoppable city crushers or anything, but just having them exist in the world adds a fun, unstable element that can really liven things up. Killing them should take a good bit of effort and maybe even a little luck. As it is, I dread blight far more then any of them.
My goal is to make the horsemen scarier/more effective at achieving what their flavor text suggests of them.
Yersina seems to have gotten cannibalize. Given that I rarely see the horsemen, I don't know if he/she/it came with this by default. I do like how it makes the standard tactic of sending in many many fodder troops nigh useless (so long as they are alive of course). I think all the horsemen would greatly benefit from some sort of cannibalize promotion, if only so that taking them down takes special action.
Yersina seems to be running around somewhat randomly, making it rather difficult for me to mobilize a large army against it. I'm sure he/she/it is just seeking out targets of opportunity, but I would be interested in learning what it's actual priorities are. Is it just going for the nearest unit with the best chance of success? A particular player's unit?
If possible, the preferable thing (I think) for it to have in the code would be for it to switch targets after every victory/city kill. This would spread the love around and keep it fairly mobile, making harder for players to amass a proper counter force. Would also be great if it could look at potential odds around it of being killed. Anything about 30% should send off warning flags, making it head off into the hills where it can heal up for the next strike. Perhaps it would be simpler if they were programmed to leave the area once a certain number of troops got too close. I dunno.
That King guy with his command promotion is fun and all, but the units he captures just aren't up to snuff. They need to begin fully healed of their inuries and possibly come with some percentage buff (a beefed up version of stigmata?). Otherwise they are just free xp for even your weakest troops.
One final thought/suggestion: should the horsemen get a number of lives? Perhaps this could be simulated with a high withdraw rate? I had a Clan game going recently where the horsemen were just going down like punks. One died on it's first turn of existence attacking a fortified axeman in a city. Didn't even have walls. Shouldn't they be sticking around a little longer? I don't want them being unstoppable city crushers or anything, but just having them exist in the world adds a fun, unstable element that can really liven things up. Killing them should take a good bit of effort and maybe even a little luck. As it is, I dread blight far more then any of them.