tu_79
Deity
1. I really think the scout doesn't need more CS if we really can use any of the above methods to keep it out of trouble. Currently, some players are able to keep it safe from barbs just by being a fast unit, not expending all its movement so it can retreat just in case. More sight is already going to give the scout more chances to stay out of trouble. Any of the 'avoid fighting' methods will make it survive better, even facing a lonely knight (but not against two). It could even be used in a flank for watching enemy location. If the enemy try to get rid of our scout, it just will retreat behind friendly lines. It's all it needs before upgrading.
If a majority prefers more strength, so be it. It will achieve one point (surviving better) but might risk failing another (not turning into tanking). Or it could just work well if inelegantly, as it seems to be the criticism.
So before giving the scout more strength, why not try it with the evasion promotions (which serves the purpose) and see later if it actually needs more strength.
2. CrazyG explained why scouts starting later is not a good idea, but I'd add that not having scouts at turn 0 will change the game too drastically. Many things are balanced with those turn 0 things in mind. It would be completely useless in smaller maps. Not having to disband the scout in classical era is not a drastic change as I see it.
3. We can't agree because there are many options actually, many of them would work. In the case of scout movement, we are used to the current mechanic even if it is weird and unrealistic, and we can play and live with it. I think it would be better if just one of the fast travel mechanics is allowed (no terrain cost or double movement in terrain type). I would support any proposal that leaves just one of them, even if I like a bit better the double movement for it has trade-offs. Also, any change needs the approval of Gazebo, since he's the one doing the hard work, and knows better what can and can't be done. That's why his word carry weight. In the case of no clear direction, by default we stay the same.
4. Polls aren't too realistic. Only a few people follow the discussion, and even fewer take active part. And not all of them participate in polls. In any game design, the developers make the game they want to play (or they think will sell better) and if other players like it, it becomes popular. The quality of any game is a result of the hours put into it by both developers and testers, but the success has no thumb rule to achieve. Even for us players it's difficult to know in advance if a mechanic is going to be liked. Many times I started a game, thinking I would love it but somehow I just can't like it (Hello Panzer General). I think it's the same here. I think now that a slippery scout is enough and that it would be more fun than what we have currently, but I might be wrong and dislike my proposals once I play with them. It could be that we choose a model that we might like, but turns out too annoying for the rest of players. Being high level players most of you is a bias, actually, since you forget most of the time what it is like to be a rookie not knowing exactly how to play, or taking the game more casually.
5. Repeating the same ideas by the same players may give the impression that it has more support, which is even worse than polls.
If a majority prefers more strength, so be it. It will achieve one point (surviving better) but might risk failing another (not turning into tanking). Or it could just work well if inelegantly, as it seems to be the criticism.
So before giving the scout more strength, why not try it with the evasion promotions (which serves the purpose) and see later if it actually needs more strength.
2. CrazyG explained why scouts starting later is not a good idea, but I'd add that not having scouts at turn 0 will change the game too drastically. Many things are balanced with those turn 0 things in mind. It would be completely useless in smaller maps. Not having to disband the scout in classical era is not a drastic change as I see it.
3. We can't agree because there are many options actually, many of them would work. In the case of scout movement, we are used to the current mechanic even if it is weird and unrealistic, and we can play and live with it. I think it would be better if just one of the fast travel mechanics is allowed (no terrain cost or double movement in terrain type). I would support any proposal that leaves just one of them, even if I like a bit better the double movement for it has trade-offs. Also, any change needs the approval of Gazebo, since he's the one doing the hard work, and knows better what can and can't be done. That's why his word carry weight. In the case of no clear direction, by default we stay the same.
4. Polls aren't too realistic. Only a few people follow the discussion, and even fewer take active part. And not all of them participate in polls. In any game design, the developers make the game they want to play (or they think will sell better) and if other players like it, it becomes popular. The quality of any game is a result of the hours put into it by both developers and testers, but the success has no thumb rule to achieve. Even for us players it's difficult to know in advance if a mechanic is going to be liked. Many times I started a game, thinking I would love it but somehow I just can't like it (Hello Panzer General). I think it's the same here. I think now that a slippery scout is enough and that it would be more fun than what we have currently, but I might be wrong and dislike my proposals once I play with them. It could be that we choose a model that we might like, but turns out too annoying for the rest of players. Being high level players most of you is a bias, actually, since you forget most of the time what it is like to be a rookie not knowing exactly how to play, or taking the game more casually.
5. Repeating the same ideas by the same players may give the impression that it has more support, which is even worse than polls.
The pathfinder model is generic enough for an ancient unit, and overall Shoshones end in a better situation than before (I always thought exausting all the uniques of a civ 3 techs into ancient era made them a lil boring, albeit strong).
is 12. With a -25% to attacking civs + no offensive promotions they'll still lose to every melee unit and stalemate with comp. bowmen, but I don't think they'll be 1 shotable at any point.