Grand Seeker
Warlord
- Joined
- Feb 21, 2008
- Messages
- 142
I would realy like the navy to get a little bit more interesting. Let me first summerise the posetive parts of the navy part of the game today:
1: Arcane Barrage
Wonderfull ship.
2: Spell-casting from seat
Both these two gives you a neat offensive abilities you can use if you rule the seas.
3: Water-walking, fireballs, water-walking summons:
Allows an alternative way of defending your shores. Great
4: Different crews: I feel that the different crews are ballanced and fun.
The negative side:
-Once you have the ManOwar, you realy dont need any other ship! And rulling the seas is basicly all about having enough ManOwars.
Compared to raiders, ships are slow.
I enjoy the ManOwar almost as it is except I would love to see:
-making ManOwar able to carry only 1 unit. Would make queen of the line more usefull.
-More ships at late age with:
-Ability to do collectoal damage.
-A ship with blitz ability and maybe combined with ok retreat abilities.
I think that blitz is realy important to have access to. If you have supperior navy in terms of technology you should be able to stop an invasion from seas. But if the enemy comes with many transports supported by many war-ships you will not be able to destroy any transports before its to late even if you win every single battle... If you have supperior navy you should be able to kill many more ships.
A neat thing would also be to be able to carry birds on ships. Sadly this will now not be allowed if the ship can carry land units in addition ???
One ide we had was also to give catapults, cannons the ability to give ships weapon promotions. Then the ManOwar could start with cannon upgrade.
Cannon could give cannon promotions:
+2 strength, -1 transport capacity
The catapult could give different kind of upgrades:
+2 attack strength - 1 speed
retreat 25% + blitz
Poison damage (skeleton crew could be imune to poison damage)
+1 Fire strength +collectoral damage
1: Arcane Barrage
Wonderfull ship.
2: Spell-casting from seat
Both these two gives you a neat offensive abilities you can use if you rule the seas.
3: Water-walking, fireballs, water-walking summons:
Allows an alternative way of defending your shores. Great
4: Different crews: I feel that the different crews are ballanced and fun.
The negative side:
-Once you have the ManOwar, you realy dont need any other ship! And rulling the seas is basicly all about having enough ManOwars.
Compared to raiders, ships are slow.
I enjoy the ManOwar almost as it is except I would love to see:
-making ManOwar able to carry only 1 unit. Would make queen of the line more usefull.
-More ships at late age with:
-Ability to do collectoal damage.
-A ship with blitz ability and maybe combined with ok retreat abilities.
I think that blitz is realy important to have access to. If you have supperior navy in terms of technology you should be able to stop an invasion from seas. But if the enemy comes with many transports supported by many war-ships you will not be able to destroy any transports before its to late even if you win every single battle... If you have supperior navy you should be able to kill many more ships.
A neat thing would also be to be able to carry birds on ships. Sadly this will now not be allowed if the ship can carry land units in addition ???
One ide we had was also to give catapults, cannons the ability to give ships weapon promotions. Then the ManOwar could start with cannon upgrade.
Cannon could give cannon promotions:
+2 strength, -1 transport capacity
The catapult could give different kind of upgrades:
+2 attack strength - 1 speed
retreat 25% + blitz
Poison damage (skeleton crew could be imune to poison damage)
+1 Fire strength +collectoral damage