Yzman
Deity
I have been thinking about this and noticed after reading threads and just playing the game in general...scouts definitely need a buff.
1. Scouts upgrade but it is far too late. Basically at anytime during the game they will be instantly killed by almost anything.
2. The promotion for double XP for scouts. Does anyone actually use this card? I am guessing probably not, as the barbarian one is so obviously superior in every way, especially when your scouts are most likely going to be attacked by said barbarians. Buffing the scout may make this card actually a viable option.
3. Exploring with a unit like a slinger seems to be always preferable. Whenever exploring, you will run across barbs rather quickly and my scout always seems to get surrounded and killed. At least with a unit I have a fighting chance...not with a scout.
So how, if at all, do you think that scouts could be buffed to make them a little more worthwhile? I've had a few thoughts, some probably overpowered, some not, but just as ideas in general. I don't mean these as all together, but rather as options.
1. Start with a scout. This isn't really a buff, but gets rid of the choice of having to limit production by going for a scout early.
2. Have scouts ignore ZOC.
3. Have scouts ignore borders, similar to a missionary.
4. Have barbarians be less likely to attack scouts or straight up ignore scouts ( probably overpowered)
5. Bump up their strength slightly to that of perhaps a little less than a warrior, so they are viable early on for exploring but get quickly obsoleted.
6. More frequent upgrades. Scout to ranger is a bit limited, and ranger comes way too late. Maybe scout > explorer > ranger?
Thoughts?
1. Scouts upgrade but it is far too late. Basically at anytime during the game they will be instantly killed by almost anything.
2. The promotion for double XP for scouts. Does anyone actually use this card? I am guessing probably not, as the barbarian one is so obviously superior in every way, especially when your scouts are most likely going to be attacked by said barbarians. Buffing the scout may make this card actually a viable option.
3. Exploring with a unit like a slinger seems to be always preferable. Whenever exploring, you will run across barbs rather quickly and my scout always seems to get surrounded and killed. At least with a unit I have a fighting chance...not with a scout.
So how, if at all, do you think that scouts could be buffed to make them a little more worthwhile? I've had a few thoughts, some probably overpowered, some not, but just as ideas in general. I don't mean these as all together, but rather as options.
1. Start with a scout. This isn't really a buff, but gets rid of the choice of having to limit production by going for a scout early.
2. Have scouts ignore ZOC.
3. Have scouts ignore borders, similar to a missionary.
4. Have barbarians be less likely to attack scouts or straight up ignore scouts ( probably overpowered)
5. Bump up their strength slightly to that of perhaps a little less than a warrior, so they are viable early on for exploring but get quickly obsoleted.
6. More frequent upgrades. Scout to ranger is a bit limited, and ranger comes way too late. Maybe scout > explorer > ranger?
Thoughts?