Methuselah
King
- Joined
- Dec 28, 2007
- Messages
- 677
Some civs can't build Arquebusiers, including Calabim, if I'm not mistaken.
Calabim, Clan of Embers, Doviello, Hippus, Ljosalfar, Mercurians and Svartalfar are all unable to build arquebusiers.
Some civs can't build Arquebusiers, including Calabim, if I'm not mistaken.
Calabim, Clan of Embers, Doviello, Hippus, Ljosalfar, Mercurians and Svartalfar are all unable to build arquebusiers.
Infernals can but mercurians can't?
I'm surprised there's no suicide gunpowder bomber unit (destroyed after attacking, collateral damage, ignore walls). Think of the 2nd LOTR film at Helms Deep. They'd fit perfectly into the Balseraph or Clan civs.
I only saw the AI spam Arquebus in a recent game. It did kind of spoil the fun for me, mostly because it is such a bland unit. Good at attack and at defense with no downsides at all and every single town you've got can make them.
To fix some of the blandness, giving them differing attack/defense str would be good. I'm not sure which should be higher. Making them low on defense would reflect how badly they do when overrun, but would be rather contrary to other archery units in the game. Perhaps a specific weakness to a unit type (such as cavalry) would be the best way to do that in addition to differing attack/defense. I think that an 8/10 split would be best. As is, they operate too well as a catch-all in the end game.
To address the spammability, they really do need a building requirement. The alchemy lab would be perfect for that. Maybe go even further and require an alchemy lab and a forge. Either of those would at least limit production to more developed towns.
I sort of liked these ideas while reading them, but on the other hand Arquebus is already weak~ish for T4.
they ought to be a more offensive/balanced than defensive unit.
They could start with base strength of 2, and a "loaded" promotion, which would provide +8 strength and the ability to perform the defensive strikes, but would be lost after each combat.
And when they lost the said promotion, they could perform "reload" ability, which would give the caster the "loaded" promotion, but would keep the caster busy for 1~2 turns.
In exchange, the hammer needed might be lowered a bit...
It's this late game homogenization that bugs me. While I don't see it too frequently (my games tend to end when the AI is starting to think of building champions), it is the inevitable result of any long-haul game. I'd rather see more diverse armies, with champions charging in only to be fended off by a good defense of longbowmen only to have the longbowmen fall prey to the cavalry et cetera. Arquebus should be fitting into a unique roll in this melee, not replacing all the players therein. It's just not as much fun.
With the reloading mechanism, you are thinking it would take weeks or months, depending on how long you feel a turn is, to reload the guns. I think this could be bette represented by a lower strength and massive amounts of first strikes, to signify the initial onslaught of all the guns firing at once, but petering out as everyone fired slowly.
Kael originally designed them as a very weak tier 4 unit, weak but in unlimited numbers.
I think you can't have mounted units not because of scaring the horses, but because of how hard they were to reload. Around US civil war time, officers on horseback used pistols beause they could fire multiple times and reload easily. Few mounted units, if any, used muzzle loading rifles.