People let realism get in the way all the time. In this case however it's not about realism it's about common sense.I disagree. I think you're letting 'realism' get in the way of gameplay. Trailblazer is fun and iconic, and I enjoy it as it currently is.
I'm suggesting 'ignores terrain cost' should go,
I'm with Funak in this. Choose what is more iconic to you: double movement or ignore terrain, because both things together is what is making scouts movement weird. I prefer to get rid of Trailblazing as it leaves more room for other promotions, but I won't mind it the other way.Whoa dude, that's even more iconic. Strong oppose from me on that one.
I'm with Funak in this. Choose what is more iconic to you: double movement or ignore terrain, because both things together is what is making scouts movement weird. I prefer to get rid of Trailblazing as it leaves more room for other promotions, but I won't mind it the other way.
I'm ok with scouts being -33% weaker 'when attacking other than Barbs', after your explanation. Going a bit further, scouts can be stronger, have a weaker attack, not able to fortify and be forced to move on first hit, so they can't be used for tanking. Imagine that a scout had a CS=8, like a warrior, but a penalty attacking non barbs of -50%CS. This high strenght is only useful for not dieing, maybe help with early barb clearing and certainly won't be useful for holding a place with the above features.
Let them gain a little more CS before explorers if you like (not really needed imo, survivalist fill the spot here), but upgrading to explorer shouldn't be a punishment. What they really should gain is 3 sight and 3 movement as base, be it from start or after a tech like you proposed.
CrazyG is right about turning scouts into diplomatic units won't solve any problem.
I can't really find words to describe how much I dislike this suggestion.I personally prefer getting rid of 'ignores terrain cost', that leaves you with one promotion-tree boosting movement and one boosting survivability. Of course it would be better to slightly change trailblazer instead, make it ignore terrain-cost in certain terrain instead of doubling movement.
If scouts start with 3 movement instead of 'ignore terrain cost' they can get through 2 tiles of forest(or jungle/desert/marsh/hill) per turn or 3 tiles of open fields, they're slowed down by rivers which they currently aren't, but other than that they would pretty much be as good at revealing tiles as they currently are, with the exception that they would be faster on open fields and could use that to their advantage, by not climbing up hills or going into jungle, instead walking around them.I can't really find words to describe how much I dislike this suggestion.
The alleged problem is people don't build scouts past very early on, and they often delete them once the map is revealed. Currently the biggest reason to really use scouts is to move through terrain quickly. It seems to me that changing this is going to kill their only niche while not really introducing anything else to use them for. I don't see how this addresses any problem
Its pretty apparent that a lot of people do not find this to be a problem.it would solve the problem of scouts suddenly getting access to rocket-skates when they're in rough terrain, and only rough terrain.
It's pretty apparent that a lot of people find this to be a problem.Its pretty apparent that a lot of people do not find this to be a problem.
Why would a strawpoll even be needed this is a clear breach in logic, and you can't offer any decent explanation for it besides 'I like it'.Here's a strawpoll.
Let's find out if people think it's a problem, now that both sides have made their case repeatedly.
Yes, multiple have offered explanations for trailblazer staying. This is like the 4th thread to try and solve the scout problems of low CS or getting deleted to be derailed by this trailblazer discussion. The straw poll is needed because your biggest point is that you don't like it, your point of realism does not somehow mean anyone arguing against you is wrong (there is constantly a trade off between realism and gameplay).Why would a strawpoll even be needed this is a clear breach in logic, and you can't offer any decent explanation for it besides 'I like it'.
Yeah adding elephant mechs with lazorcannons to medieval Incas would also be fun, but it would make absolutely no sense, just like this mechanic.
I assumed everyone here believes that scouts should have a wider role, and the weird movement really doesn't help with expanding towards war. Consistency is important for that and tu_79 explained it well. I thought the balance thread had some really good ideas besides the movement derailment. Or do some people really want them to be pure adventurers? Sounds worthless to me.Yes, multiple have offered explanations for trailblazer staying. This is like the 4th thread to try and solve the scout problems of low CS or getting deleted to be derailed by this trailblazer discussion. The straw poll is needed because your biggest point is that you don't like it, your point of realism does not somehow mean anyone arguing against you is wrong (there is constantly a trade off between realism and gameplay).
If you want an actually productive discussion, give us a complete suggestion to replace trailblazer. So far I see a lot of complaining but no specific replacement suggestion. You repeating the same argument, and getting more condescending each time, is highly unlikely to cause a change. A strawpoll that actually establishes some numbers, combined with a reasonable alternative might. In fact I'm not sure I understood your argument, because I thought you wanted to remove ignoring terrain entirely, which would cause me to build a scout in about 0% of my games
I've said replace 'ignore terrain cost' with +1 movement, how is that not a suggestion?Yes, multiple have offered explanations for trailblazer staying. This is like the 4th thread to try and solve the scout problems of low CS or getting deleted to be derailed by this trailblazer discussion. The straw poll is needed because your biggest point is that you don't like it, your point of realism does not somehow mean anyone arguing against you is wrong (there is constantly a trade off between realism and gameplay).
If you want an actually productive discussion, give us a complete suggestion to replace trailblazer. So far I see a lot of complaining but no specific replacement suggestion. You repeating the same argument, and getting more condescending each time, is highly unlikely to cause a change. A strawpoll that actually establishes some numbers, combined with a reasonable alternative might. In fact I'm not sure I understood your argument, because I thought you wanted to remove ignoring terrain entirely, which would cause me to build a scout in about 0% of my games
Alright since recon is often irrelevant for the player, how about adding a 'sabotage' element. Some submarine invisibility like element (proposed by tu, but I think an exact copy could turn out badly) along with extra damage to siege units. Get some extra sight and it should provide access to siege trains. Alternative to invisibility would be ignoring the need for hills to see past enemy lines, thus keeping them relevant without anything that may break how some view frontlines. I don't see why a unit sitting in enemy territory should be totally inept.If you want a solution to the scout going obsolete, there isn't one, scouting only has one use outside of revealing tiles, and that's spotting units, either by keeping scouts near an AIs border and see when they start moving them towards you or spot for an artillery unit firing from behind a mountain. Both those purposes could just as easy be filled by normal units, which you're pretty much bound to keep around anyways because getting attacked when you're not prepared kills you.