Maps in 0 A.D. feel quite small, partially because units move relatively fast.
This patch lowers the base walk speed from 9 to 8; because the movement speeds of all units in the public mod are relative, they're automatically adjusted accordingly.
This means units need more time to travel, effectively making maps 12.5% ‘larger’ in any direction. As a consequence the game's pace is lowered a bit, especially the early game, since workers need a bit more time to return wood to a storehouse.
As for combat, long-ranged troops benefit a bit more, however, ranged troops have been weakened compared to A23, and cavalry can still reach archers in under 4 s (i.e. 4 arrows), so the current balance is largely preserved.
See also D3483.
Details
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- Group Reviewers
Balancing
Agree it's an improvement.
Diff Detail
- Repository
- rP 0 A.D. Public Repository
- Branch
- /ps/trunk
- Lint
Lint OK - Unit
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Buildable 15460 Build 33843: Vulcan Build Jenkins Build 33842: Vulcan Build (macOS) Jenkins Build 33841: Vulcan Build (Windows) Jenkins Build 33840: arc lint + arc unit
Event Timeline
Build is green
builderr-debug-macos.txt ld: warning: text-based stub file /System/Library/Frameworks//CoreAudio.framework/CoreAudio.tbd and library file /System/Library/Frameworks//CoreAudio.framework/CoreAudio are out of sync. Falling back to library file for linking. ld: warning: text-based stub file /System/Library/Frameworks//AudioToolbox.framework/AudioToolbox.tbd and library file /System/Library/Frameworks//AudioToolbox.framework/AudioToolbox are out of sync. Falling back to library file for linking. ld: warning: text-based stub file /System/Library/Frameworks//ForceFeedback.framework/ForceFeedback.tbd and library file /System/Library/Frameworks//ForceFeedback.framework/ForceFeedback are out of sync. Falling back to library file for linking. ld: warning: text-based stub file /System/Library/Frameworks//CoreVideo.framework/CoreVideo.tbd and library file /System/Library/Frameworks//CoreVideo.framework/CoreVideo are out of sync. Falling back to library file for linking. ld: warning: text-based stu
See https://jenkins.wildfiregames.com/job/macos-differential/3094/display/redirect for more details.
I would generally be in favour of this, alongside with a corresponding reduction in vision ranges. Note though that this is a debuf to raiding.
Maybe reduce vision range for infantry only, so cavalry is more focused on utility (scouting) in early game.
I'd experiment with different values and even try 7.5 base movement speed (would make maps 20% larger effectively)...
Small maps are preferred in 1v1/2v2 because they are faster, easy early attack, harass etc ...
I particularly like rts games where the units move faster. If it is accepted by other players, I will have no problem accepting it, but my vote is no.
Maybe reduce vision range for infantry only, so cavalry is more focused on utility (scouting) in early game.
See D3486.
Some players are reporting that the game is "slower" now, due to the movement speed of some units, which goes against this patch.
Yeah I think we have to face the fact that our current player base, in MP, enjoys 0 A.D. because it's fast.
If anything, making the default Walk Speed "10" might make more sense.
The unit that really bothers me is the ranged cavalry, they are very slow.
For infantry I would be willing to see it a little faster, but I have no problems as it is now.
I don't think we can make Archer cavalry much faster without completely breaking the game though.
If anything, making the default Walk Speed "10" might make more sense.
Given that archer attack ranges were lowered (from 72+4+4 to 60) recently, I think a lower base movement speed is justified. Moreover, some people somehow complained maps were smaller; having a lower base speed could give a larger feel (as does a smaller land grap: D3601).
The unit that really bothers me is the ranged cavalry, they are very slow.
For infantry I would be willing to see it a little faster, but I have no problems as it is now
If infantry is a bit faster and cavalry is left unchanged, then ranged cavalry will effectively be relatively slower.
I don't think we can make Archer cavalry much faster without completely breaking the game though.
I think changing the 0.835× to 0.9× could be tried, especially since cavalry melee ranges are much longer now (D3483).
just note.
slower units would mean more time for ranged units to kill them, they need speed to get to them relatively fast
I think the animations should look natural and walk speed have a realistic value for normal game speed (x1.0).
With "realistic value" I mean something like 5.4 km/h = 1.5 m/s for walking infantry, in any case not more than 7.2 km/h = 2.0 m/s (which is already a very fast pace in real life). I don't know the corresponding game values for that, but I could find out...
If you are a pro gamer and want a faster pace, you can set it to x1.7 (like AoE II pros) then...