Features for trimming

Ahwaric

Shrubbery-hugger
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Ok, I will probably regred asking this...

What features you think are too complicated or require too much micromanagement?
I want to simplify some for streamlined gameplay, easier learning curve and perhaps make it more AI-friendly.

So, currently I think the following can use some changes/cutting on the edges:

  • Alcinus - do I need to explain?
  • rest of Scion dark council and the spell itself
I did not check new version of FF if there are any changes in Scions. But I feel council does not fit good with the rest of the scion flavour. Well, Alcinus perhaps does but his mechanics is nightmare. Pelemoc has his place, too. But still, I do not like council that much

  • formation promotions - lots of micromanagement
So, I would like some feedback on the above. And if you think anything should join the list, let me know, too.
 
I personally feel that the Minor trait mechanic is bland. So, until I rework it, I'm gonna remove the minor trait from much of the leaders of LENA. But, well, it's not something I would like to remove altogether, I'd like to rework it...

Anyway. I don't like the Prospector/Farmer units. But that may just be me? I just don't really like the possibility to pop new resources out of thin air like that.

(BTW, I forgot to tell you but I created a new tag for Improvements, in BonusTypeStructs, called iSpreadRand that allows an improvement to gain a new resource depending if you already have one in your empire)

Other than that... I don't know Scions enough to say what I think about it. I know I like the free mana of Alcinus though.
 
I kind of like the whole Alcinus thing. It's fun trying to assemble all the pieces (Alcinus being the hardest) to make the dark council. However, it's kind of anticlimactic at that point. It seems like dark council should be a big deal after all that effort but I don't even remember what is does.

I haven't really been able to make much of the active espionage system. I'm not saying to cut it yet. I'd like to know if someone else has really pushed the system, in either a role playing sense or as a truly effective game strategy.
 
Yeah, espionage. I've got some ideas in my sleeves to make it more useful ;)

Ahwaric, would you mind if I soon started a thread about Espionage? I've some ideas I think could benefit Orbis as well rather than just LENA...

I've also some changes to make about traits and also about great commanders ;)
 
I swear if someone tries to cut espionage from Orbis they're going to be in for a lot of trouble :satan:

:lol:

p.s. boy do we lack a proper devillish smilie face. what's up with the two we have, one looking around and the other smiling like someone who is way too high? sheesh... :lol:
 
Since I'm one who begged to keep Prospectors and Farmers the last time this came up, let me say the scaled down version we have now is still a good addition to the game. Those who don't want to dig or plow don't have to build the units. If the AI needs compensation, give it a boost in the chance of discovery of resources on developed plots.

Otherwise, I agree about Formations and simplification of the Scions.
 
To condense and summarize my position over several threads now: Just cut all the features that folks really like, keep the ones they hate, and add a couple more really annoying ones.
 
Yeah, you really should cut the Fort Commanders, the Mechanos, the new techs and increase the foop/pop to 4 instead of 3 :lol:
 
Hrmm... I've played a lot of Orbis and the funny thing is... I don't know *any* of the features you are referring to. I don't play the Scions because they are #3/#1 on the overpowered can't play list amongst my friends (we play 2-4 player IP games a lot). I don't know about the prospector or farmer units--games are over before we get to those I think. I don't know about the Scion dark council or Alcinus :/. From my perspective, I'm pretty happy with the features and options in Orbis. There might be some things to tweak, but mostly my "wish list" involves things to add, not remove or "simplify".

Edit: Some of the new events need paring down/editting. They either appear multiple times or too early (or both).
 
Ok, I will probably regred asking this...

What features you think are too complicated or require too much micromanagement?
I want to simplify some for streamlined gameplay, easier learning curve and perhaps make it more AI-friendly.

So, currently I think the following can use some changes/cutting on the edges:

  • Alcinus - do I need to explain?
  • rest of Scion dark council and the spell itself
I did not check new version of FF if there are any changes in Scions. But I feel council does not fit good with the rest of the scion flavour. Well, Alcinus perhaps does but his mechanics is nightmare. Pelemoc has his place, too. But still, I do not like council that much

  • formation promotions - lots of micromanagement
So, I would like some feedback on the above. And if you think anything should join the list, let me know, too.

I love Orbis because it *prunes* excessive things and because it streamlines stuff
OTOH FF just throws stuff in and doesn't really improve it
 
O
  • Alcinus - do I need to explain?
  • rest of Scion dark council and the spell itself
I did not check new version of FF if there are any changes in Scions. But I feel council does not fit good with the rest of the scion flavour. Well, Alcinus perhaps does but his mechanics is nightmare. Pelemoc has his place, too. But still, I do not like council that much

  • formation promotions - lots of micromanagement
So, I would like some feedback on the above. And if you think anything should join the list, let me know, too.

I agree with the points above. Also Worker XPs are an extreme, pointless time waster. I know you can turn them off with an option, but right now they are on by default. I think you should remove that pointless stuff entirely.
 
Fort XP. Again an incredibly pointless time waster. Forts should either be static or grow in power without the need for player interaction.
 
I can't help but feel that the amount of guilds in the game is excessive, and some may be too strong.

The espionage system is also pretty mundane IMO. I've never really used it with great success as a major part of any strategy. Although I've never gone CoE so maybe that's why...

Animals are really too strong as well....I often can't rid myself of rogue bears and tigers until a Hero comes along. Perhaps a mechanic to kick wild animals out of the empire if they end up stuck inside your cultural borders would suffice.
 
I agree with the points above. Also Worker XPs are an extreme, pointless time waster. I know you can turn them off with an option, but right now they are on by default. I think you should remove that pointless stuff entirely.
Yeah, not sure I like that either. Worker XP isn't really useful... Well, they can be "emergency defenders"... But, well, I don't know.

Fort XP. Again an incredibly pointless time waster. Forts should either be static or grow in power without the need for player interaction.
This I like though.

I can't help but feel that the amount of guilds in the game is excessive, and some may be too strong.
I feel they need balancing; and I actually think we could use more of them :lol:

The espionage system is also pretty mundane IMO. I've never really used it with great success as a major part of any strategy. Although I've never gone CoE so maybe that's why...
Me neither but I do believe it has to stay.

Animals are really too strong as well....I often can't rid myself of rogue bears and tigers until a Hero comes along. Perhaps a mechanic to kick wild animals out of the empire if they end up stuck inside your cultural borders would suffice.
And this too. Strong animals is good! Just throw 4 warriors at them! :D
 
I like worker xp. Of course after you select all the increase work rate promotions, there are not much left to choose. By I do love those work rate promotions. :goodjob:
 
I still keep accidental suiciding against str 4 AI workers. I just assume that my warrior can take a worker without remembering to check success odds (which would tell me that that starved looking pavement layer is going to kick my warrior's butt).
 
I agree with the points above. Also Worker XPs are an extreme, pointless time waster. I know you can turn them off with an option, but right now they are on by default. I think you should remove that pointless stuff entirely.

I totally disagree. I really like worker xp. Particularly the early options to guard your workers or give them a few hardiness advances. I actually saved a city once with a hardy worker defender. More options in strategies are good. Please don't remove it.
 
And this too. Strong animals is good! Just throw 4 warriors at them! :D

Well, I have done that in the past, and the bears, wolves, and big cats aren't as annoying, admittedly, as the elephants and mammoths that decide they're going to get trapped within my cultural expansion and park on an incense resource.

Taking out a strength 11 unit with a few warriors is easier said than done.

That being said, I don't really mind the new animal faction, nor do I mind that they get stronger, I just wish they were a little more even with my current units.

By the time I can get champions that could have taken out those str. 7 bears, they're up to str. 10 with combat V. It just becomes a little annoying.

Animals should serve as a hindrance during the early game IMO, not the late game. That's better left to the demon/barb faction IMO.
 
Some feedback on your feedback

I don't play the Scions because they are #3/#1 on the overpowered can't play list amongst my friends (we play 2-4 player IP games a lot).
That means Scions need serious balancing. I think they need some general changes. Hope Tarqueline will not kill me...
Edit: Some of the new events need paring down/editting. They either appear multiple times or too early (or both).
I know. Looking forward to do it :cry:
Yeah, espionage. I've got some ideas in my sleeves to make it more useful ;)
Yeah, it needs some extra stuff. Currently it is in quite raw state. But I did add a lot of things compared to BtS, trust me ;)
I personally feel that the Minor trait mechanic is bland. [...] So I'd like to rework it...
[Casts bless on opera]
Anyway. I don't like the Prospector/Farmer units. But that may just be me? I just don't really like the possibility to pop new resources out of thin air like that.
They go into the wild and look for ore veins/promising new plants and animals. And then dig/start breeding program. There is no magic in it, it happens every day here too.
Prospecting and breeding are hardly overpowered now (it is quite hard to find a proper spot for the spells to be castable)

Also, worker xp and forts will stay. I like these too. But maybe some streamlining on forts could help... ?
Other than that... I don't know Scions enough to say what I think about it. I know I like the free mana of Alcinus though.
I do not want to remove the mana. Especially that it is not free, all other civs get it for free and scions need to use Alcinus.
I want to make alcinus more reliable and perhaps do some simplyfing on scions. But do not want to entirelly cut them (but is Melante really needed as a unit?)
Opera said:
By the time I can get champions that could have taken out those str. 7 bears, they're up to str. 10 with combat V. It just becomes a little annoying.
Champions? :eek:
Use hunters - some xp and they can take any animal and beast. Well, not the special beasts like acheron but elephants and enhanced bears are no problem.
Yeah, you really should cut the Fort Commanders, the Mechanos, the new techs and increase the foop/pop to 4 instead of 3 :lol:
Ok, done.
 
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