https://wildfiregames.com/forum/topic/72452-tasklist-for-closing-out-a26/#comment-482707
more metal and more promotion experience needed
Differential D4515
[gameplay] icrease cost of merc cav marder on Mar 2 2022, 7:37 AM. Authored by Tags None Subscribers Tokens
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https://wildfiregames.com/forum/topic/72452-tasklist-for-closing-out-a26/#comment-482707 more metal and more promotion experience needed agree
Diff Detail
Event TimelineComment Actions Successful build - Chance fights ever on the side of the prudent. Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/6827/display/redirect Comment Actions Build failure - The Moirai have given mortals hearts that can endure. Link to build: https://jenkins.wildfiregames.com/job/macos-differential/5735/display/redirect Comment Actions
I'd prefer 90 metal cost as that is 1.5x their infantry counterpart cost just like for citizens. Combine that change with adjusting their requiredxp for promotion to 2.5x or 3x relative to their citizen counterparts. It should help retain the mercenary identity of a quick to get and strong unit, but they'll be slower to reach rank 3 than their citizen counterparts. Comment Actions Fine by me, so mostly a discussion with @chrstgtr I guess. Other option could be to just disable rank 3 for them, but keep the current cost Comment Actions I’m a little concerned that the eco to get them/cost is still too easy, but this will be step in the right direction and a huge improvement so I’d be willing to try. I’m less worried about promotion to rank 3. Something else we could do is to make them expensive at something like 120 metal but (almost) immediately trainable. That would keep the quick to get element. But this’ll be totally uncharted territory for balancing and might create big spam problems. Comment Actions Successful build - Chance fights ever on the side of the prudent. Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/6846/display/redirect Comment Actions Build failure - The Moirai have given mortals hearts that can endure. Link to build: https://jenkins.wildfiregames.com/job/macos-differential/5754/display/redirect Comment Actions The promotion experiences are a bit all over the place. Ranged cavalry require 188, melee cavalry 150, ranged infantry 125, melee infantry 100. Comment Actions Well, looks like your already subscribed to the diff that introduced it :D
Comment Actions
The idea was rooted in trying to balance them better and doesn't really have any realism thought behind it. Starting on a higher rank gives them greater health and means they're more likely to survive until rank 3, for melee they also get greater attack and armor which means they'll get the next promotion more quickly + their foes will be dealing less damage to them thus getting less experience for their own promotions. Comment Actions I honestly think mercs shouldn't promote at all. Leave that feature to citizen-soldiers. Comment Actions @Freagarach is there actually a way to disable ranking through the templates? looks hacky and I can't see another way without changing the promotion code itself Comment Actions Alright, so is there a consensus that mercs shouldn't rank? It would be a bit sad since the art for the units is then unused, but I can remove it. Also: I think this should probably be handled in a different diff than, since it touches all mercs and not just the cav. Comment Actions I don’t care if they promote or not. I lean towards letting them promote but I defer to others who care more. I would not start at rank 3 unless they become considerably more difficult to spam—cost (and train time?). Rank 3 units are just so strong (and we saw what a mess rank 2 units had this alpha). Comment Actions ok, so thinking about it some more: Comment Actions I hope this increased cost will help balance, but the problem is less about 90 metals or experience and more about dependency on a single resource to train units. The way game plays happen, merc civic, especially Carthaginian, is banned from playing (@ValihrAnt or @chrstgtr might know if they play team games frequently). The alternative way to handle this issue would have been adding wood or food to train these units, like 40 wood and 80 metal or 40 food and 80 metal or some other combination. My similar concern was not given attention in a25 even though I indicated it several times. Well, let's see how it turns out in a26. |