Topic: give some bonus to the defender?
Nordfriese |
Posted at: 2020-03-03, 11:58
+1 Top Quote |
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JanO |
Posted at: 2020-03-03, 12:20
Do the soldiers inside a military building heal simultaneously at full rate? That might be a bit too fast, at least if it should happen to be, that we will have system to organise defenders more accurately. Top Quote |
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king_of_nowhere Topic Opener |
Posted at: 2020-03-03, 12:41
perhaps leave the healing for soldiers outside but remove the simultaneous healing. that way, if an opponent is attacking you, your soldiers will heal faster, because they will all heal at the same time. this should discourage the practice of attacking with a few soldiers to stop enemy soldiers from healing. i also think we should set up a system where the defender can choose some soldiers to always stay inside a building, and can choose to send them out to intercept. another weakness of the current system is that the attacker can choose which soldiers attack, but the defender cannot. and often all the soldiers leave to intercept, leaving the military site open to an attack coming from a different direction. so there should be the global options "send out X% of soldiers to intercept attacking enemies" (default 50%) and "do not send soldiers to intercept if their healt is below X%" (again default 50%). with the additional options to manually pick soldiers that will never leave unless manually ordered, and of course the option to send out more soldiers to intercept. this will also give some more control to the defender. Top Quote |
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stonerl |
Posted at: 2020-03-03, 19:45
I really like the idea. But as far as I understand the code, the healing speed depends on the building a soldier is from? So, a solder from a babarian citadel heals at 110 health points per second while a soldier from a sentry only heals 40 per second? Here are the buildings with the lowest healing power per tribe:
The healing rate on the field should be independent of the building but maybe tribe specific? Like:
Or we use the same value for every tribe. e.g. 35 which is lower than the lowest healing rate of any tribe. Top Quote |
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Nordfriese |
Posted at: 2020-03-03, 20:05
I don't think it's a problem. This would encourage players to preferably build bigger buildings, which are harder to conquer and thus gives another small disadvantage to the attacker. So this is fine IMHO. Top Quote |
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hessenfarmer |
Posted at: 2020-03-03, 20:08
+1 for this Top Quote |
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Nordfriese |
Posted at: 2020-03-03, 20:15
35 points per second is very little, this would give only a small advantage for rookies and next to none for health-trained heroes which might make the concept almost useless… Top Quote |
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hessenfarmer |
Posted at: 2020-03-03, 20:35
As sometimes even 1 Point could make a diference. Healing outside of the building would make a difference I believe Top Quote |
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stonerl |
Posted at: 2020-03-03, 20:36
Well, we could make the healing rate based on the soldiers current max health points level and the building. Which would incentivize training soldiers and upgrade buildings? E.g. a barbarian soldier without any health training has a base value of We could use this formula for the healing rate in buildings:
And outside:
This would result in the following health rates: Barbarians
Empire
Atlanteans
Frisians
Edited: 2020-03-03, 21:39
Top Quote |
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king_of_nowhere Topic Opener |
Posted at: 2020-03-04, 00:24
how about having the heal rate depending on nearby military buildings? maybe every military building heals within its conquer radius, and multiple buildings are cumulative. Top Quote |