DanQuayle
Prince
- Joined
- Oct 18, 2015
- Messages
- 550
Suggestion: Add different classes of Barbarians in the camps (each with different behaviors)
When dealing with barbarian camps, there are three scenarios
1. Preventively destroy the barbarian camp with 1 lone warrior
2. Get screwed by a sneaky barbarian scout and face a lot of barbarians
3. A camp left alone for some time, but that didn't scout a city, will slowly spawn units
Goals:
Increase diversity of early game
Make Scenario 1 (which is the most frequent one) a bit more challenging
Spearman (current situation)
Barbarian Camp with access to Horses
Barbarian Horseman (slight change to current situation)
I haven't done every "mean simulation" for all scenarios yet, but this makes dealing with barbarian camps so much more interesting, diverse and complex in the early game!
The more difficult camps like the Heavy Chariot and Archer ones could start to spawn after a smart delay in the game.
I thought about making the barbarian camps spawning the "counter to their counters", but I think that would be too much!
Any suggestion welcomed!
When dealing with barbarian camps, there are three scenarios
1. Preventively destroy the barbarian camp with 1 lone warrior
2. Get screwed by a sneaky barbarian scout and face a lot of barbarians
3. A camp left alone for some time, but that didn't scout a city, will slowly spawn units
Goals:
Increase diversity of early game
Make Scenario 1 (which is the most frequent one) a bit more challenging
Spearman (current situation)
- Behavior: Fortified, wanders out after units against which it has a positive combat strenght differential (excluding scouts)
- Counter: 1 Warrior / 1 Slinger(bait) + 1 Scout(clearer)
- Spawns: Warrior, Slinger
- Behavior: Fortified, does not wander out of camp, will attack adjacent units against which it has a positive combat strenght differential (excluding scouts)
- Counter: 1 Archer (Hardcounter if 2 tiles away) / 2 Slingers in open terrain / 1 Slinger + 1 Warrior / 3 Slingers in rough terrain
- Spawns: Spearman, Slinger
- Behavior: Fortified, does not wander out of camp, but shoots to land first shot
- Counter: 1 tank + 1 damage dealer / 1 Heavy Chariot
- Spawns: Heavy Chariot, Warrior
- Behavior: Fortified, does not wander out of camp, will attack adjacent units against which it has a positive combat strenght differential (excluding scouts)
- Counter: 1 Spearman
- Spawns: Spearman, Slinger
Barbarian Camp with access to Horses
Barbarian Horseman (slight change to current situation)
- Behavior: Fortified, goes out after units against which it has a positive combat strenght differential (excluding scouts) only if in LOS and can land first attack
- Counter: 1 Spearman / 1 tank + 1 clearer (note: tank may die)
- Spawns: Barbarian Horsemen, Horse Archers
I haven't done every "mean simulation" for all scenarios yet, but this makes dealing with barbarian camps so much more interesting, diverse and complex in the early game!
The more difficult camps like the Heavy Chariot and Archer ones could start to spawn after a smart delay in the game.
I thought about making the barbarian camps spawning the "counter to their counters", but I think that would be too much!
Any suggestion welcomed!