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[Gameplay] Make Stable technologies more affordable
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Authored by ValihrAnt on May 3 2021, 12:49 PM.

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Summary

The current Village and Town phase stable technologies are much too expensive to be realistically affordable at that point in the game, especially the Phase 1 technology. This should help incentivize players to use cavalry and make switching into cavalry easier on the economy. The research time is also lowered.

Test Plan

Agree on the changes.

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Event Timeline

ValihrAnt requested review of this revision.May 3 2021, 12:49 PM
ValihrAnt created this revision.

I think there is one more improvement we can make. Corals are somewhat complementary for cavalry. But to make coral efficient, we have only 1 upgrade, which is reducing breeding time. If we can have one more upgrade for fast gathering food from hunts or animals, it would be great. Also, if possible, cavalry should switch from 1 hunt type to another in their vision range automatically. Sometimes it causes lots of ideal time.

wraitii added a subscriber: wraitii.May 5 2021, 9:35 AM
wraitii added inline comments.
binaries/data/mods/public/simulation/data/technologies/cavalry_movement_speed.json
2–14 ↗(On Diff #17348)

This makes the tech essentially free once you have a stable, which I suppose is the point?

I think the +10% health tech would be too cheap/too quickly researched.

This would make the tech very cheap compared to training more cav units. +10% health is a really good upgrade for the relatively cheap cost of about ~3 cav right now. This would give +10% health for the resource cost of less than 2 cav, which just feels super cheap. Research time would also be similar to the training time for 2 cav.

This would also make tech very cheap compared to similar blacksmith armor techs available in p2. Blacksmith armor techs are both much more expensive (400w/400m) and have a longer research time (40s) than the proposed values despite providing a benefit that is similar to a +10% health increase. Additionally, blacksmith armor techs only provide a benefit against either hack or pierce whereas the +10% health boost provides a benefit against both.

I think the reason why this isn't researched more in p2 right now is because so few people actually fight with cav in p2 (which is largely the result of rushes not being very viable this alpha).

I agree with the speed tech, which I think was already too expensive at all phases of the game.

I think the +10% health tech would be too cheap/too quickly researched.
This would make the tech very cheap compared to training more cav units. +10% health is a really good upgrade for the relatively cheap cost of about ~3 cav right now. This would give +10% health for the resource cost of less than 2 cav, which just feels super cheap. Research time would >also be similar to the training time for 2 cav.

This would also make tech very cheap compared to similar blacksmith armor techs available in p2. Blacksmith armor techs are both much more expensive (400w/400m) and have a longer research time (40s) than the proposed values despite providing a benefit that is similar to a +10% health >increase. Additionally, blacksmith armor techs only provide a benefit against either hack or pierce whereas the +10% health boost provides a benefit against both.

I think the reason why this isn't researched more in p2 right now is because so few people actually fight with cav in p2 (which is largely the result of rushes not being very viable this alpha).

The idea was to make it accessible for players going for a faster Phase up and allow them to use that to gain an actual military advantage. What values would you suggest?

binaries/data/mods/public/simulation/data/technologies/cavalry_movement_speed.json
2–14 ↗(On Diff #17348)

This makes the tech essentially free once you have a stable, which I suppose is the point?

Yeah, making a stable in the early game is a risky choice as it is unable to provide future economic support. This should help give some reward to players who invest in an early stable.

I think the +10% health tech would be too cheap/too quickly researched.
This would make the tech very cheap compared to training more cav units. +10% health is a really good upgrade for the relatively cheap cost of about ~3 cav right now. This would give +10% health for the resource cost of less than 2 cav, which just feels super cheap. Research time would >also be similar to the training time for 2 cav.

This would also make tech very cheap compared to similar blacksmith armor techs available in p2. Blacksmith armor techs are both much more expensive (400w/400m) and have a longer research time (40s) than the proposed values despite providing a benefit that is similar to a +10% health >increase. Additionally, blacksmith armor techs only provide a benefit against either hack or pierce whereas the +10% health boost provides a benefit against both.

I think the reason why this isn't researched more in p2 right now is because so few people actually fight with cav in p2 (which is largely the result of rushes not being very viable this alpha).

The idea was to make it accessible for players going for a faster Phase up and allow them to use that to gain an actual military advantage. What values would you suggest?

The problem that I forsee is that this still won't make players go cav in p2 but it will still make a very good tech much cheaper, which will provide a benefit in p3. I think the reason why players don't go cav in p2 has to do with other issues (i.e. cav is expensive and hard to spam in headon fights with infantry, which is already plentiful in p2). Pretty much the only time when I fight with cav in p2 is when I am continuing a p1 cav rush that gives me an advantage against a slowed player. And, when I do fight with cav in p2 I research the health tech despite its current costs.

In other words, this proposal wouldn't change my gameplay at all but would make it easier to execute. At the end of the day, though, a couple hundred in food/metal won't change much in p3, so if you do think the proposal will change some players strategy then it I think it is a worthwhile experiment.

wraitii accepted this revision.May 24 2021, 3:38 PM

I sort of agree that the health tech is perhaps a bit strong, but I think the movement speed change is interesting, and this overall seems a limited impact. Accepting.

This revision is now accepted and ready to land.May 24 2021, 3:38 PM
This revision was automatically updated to reflect the committed changes.
Owners added a subscriber: Restricted Owners Package.Jun 4 2021, 3:00 PM