Thunderbrd
C2C War Dog
Ok. I read your proposal and there's little in there that I'd really disagree with. I think some of it is interesting and the combat mod tag applications are cool to see in that its some first attempts to play with those values to see how they go in the game.
I'm not entirely concerned with whatever it is you want to do in the core. I have some very extensive plans for scouts/hunters but it'd only be appropriate if the rest of the combat mod is first applied to animals and the Defender Withdrawal option is not optional under that structure. Thus it'd only really work for the Combat Mod. Nevertheless, hopefully it will be an inspiration to the core once its setup. And some of what you do to try some things out could be an inspiration to the Combat mod as well.
I also like the idea of the Guide.
Looking at Hydro's breakdown, it occurs to me why I find the Chaser awkwardly placed. I wonder if things could be rearranged in the early tech tree to make it come up on x2 or x3 instead. Trackers come up too quickly after they do. And wouldn't it make more sense for Wanderers to be purely scout units?
Also... you noted that the bonus vs animals would increase with increasing Hunter stages. After you get Hunters (even trackers really), no animal really challenges you and the benefit of increasing strength in the ranger actually translates as improved safety against other types of barbarians. And if you scale the anti-animal bonus, the Chaser loses the only real benefit they have over what Wanderer's are now, which is to have the very large bonus against animals. My suggestion would be to keep all hunters at a constant +200% vs Animals.
Lunge, btw, would be an awesome ability for Feline units. Makes some sense to put it on hunters like that too though. And it definitely makes sense to put Pursuit on Hunters as well (as well as fast mounted units and Canine units.) Canines would make for good candidates for Unnerve too. Just some suggestions to consider.
Also... I thought Scout classes and Hunter classes were already separate CCs (and if they aren't yet, I highly agree they should be!) but I definitely like the idea of a unifying CC, Explorer. Makes sense.
Oh... Archer Bombard... How do you feel about making a Throwing combat class? This seems to be the dividing factor. Rock Throwers, Slingers, Javelineers... not sure why they would be held in the Archery Combat Class in the first place. A simple change of CC to this new BASE Throwing CC would not only resolve that issue nicely (since the Archery Bombard is based on Archery CC units) but would also be helpful to the Combat Mod development too. I think its been a long overdue CC for the core anyhow.
I'm not entirely concerned with whatever it is you want to do in the core. I have some very extensive plans for scouts/hunters but it'd only be appropriate if the rest of the combat mod is first applied to animals and the Defender Withdrawal option is not optional under that structure. Thus it'd only really work for the Combat Mod. Nevertheless, hopefully it will be an inspiration to the core once its setup. And some of what you do to try some things out could be an inspiration to the Combat mod as well.
I also like the idea of the Guide.
Looking at Hydro's breakdown, it occurs to me why I find the Chaser awkwardly placed. I wonder if things could be rearranged in the early tech tree to make it come up on x2 or x3 instead. Trackers come up too quickly after they do. And wouldn't it make more sense for Wanderers to be purely scout units?
Also... you noted that the bonus vs animals would increase with increasing Hunter stages. After you get Hunters (even trackers really), no animal really challenges you and the benefit of increasing strength in the ranger actually translates as improved safety against other types of barbarians. And if you scale the anti-animal bonus, the Chaser loses the only real benefit they have over what Wanderer's are now, which is to have the very large bonus against animals. My suggestion would be to keep all hunters at a constant +200% vs Animals.
Lunge, btw, would be an awesome ability for Feline units. Makes some sense to put it on hunters like that too though. And it definitely makes sense to put Pursuit on Hunters as well (as well as fast mounted units and Canine units.) Canines would make for good candidates for Unnerve too. Just some suggestions to consider.
Also... I thought Scout classes and Hunter classes were already separate CCs (and if they aren't yet, I highly agree they should be!) but I definitely like the idea of a unifying CC, Explorer. Makes sense.
Oh... Archer Bombard... How do you feel about making a Throwing combat class? This seems to be the dividing factor. Rock Throwers, Slingers, Javelineers... not sure why they would be held in the Archery Combat Class in the first place. A simple change of CC to this new BASE Throwing CC would not only resolve that issue nicely (since the Archery Bombard is based on Archery CC units) but would also be helpful to the Combat Mod development too. I think its been a long overdue CC for the core anyhow.
. As I said some people hate Subdued Animals. In part because they see the spawning and AI taking up valuable turn time. 