New unit

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New unit

Postby Igor » Mon Oct 08, 2012 9:38 pm

We have swarm ability for 2-3-turn units, but haven't for 1-turners.

I just thought this could be interesting to project such one :-)
Let it be Dogs, or Wild dogs, with these stats:
Time 1 turn
Strength 5 +3 for swarm, max 4 (8, 11, 14, 17)
Move 14-16
Cost 100-150-200
Move bonus Forest
View 3-4

Does someone wish to use this unit?
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Re: New unit

Postby LPhillips » Mon Oct 08, 2012 10:53 pm

I like your idea of a small map swarm unit. However, I think it ought perhaps to be orc-themed. Or maybe even Gnomes. I much prefer the idea of intelligent armies, especially within the theme of the game.

I'd say 200 gold, 16 moves. Max Strength and stack number look good to me. Definitely 3 view; they shouldn't be able to double effectively as scouts. How about starting them a little lower though? They shouldn't be an obvious choice over Light Infantry. And for sanity's sake, let's get our 10 Strength Orc back. Or at least give them better individual Ambush.

How about 6>10>14>18? That seems reasonable. A falloff of 4 strength per unit lost below 4 seems to be a good balance feature for them. They don't crowd Light Cavalry's spot because they aren't terrain-specific and they aren't super-fast; they don't compete with Heavy Infantry in the defensive role; they don't beat Light Infantry for price and versatility. However, they have their own strong terrain versatility without a hefty price tag. The price is enough that you must invest a bit to get a pile of them together; meanwhile an opponent can compete with you with one city's terrain-specific production.
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Re: New unit

Postby Igor » Mon Oct 08, 2012 11:35 pm

Sure, it looks good to make them 6>10>14>18.
1 is weaker than light infantry, 2 are the same strength and 4 is almost twice stronger, that stimulates to have 3-4 in group.
Themes of orcs or gnomes look good, too. Only if they are gnomes, they have move bonus Hills, and if they are orcs - move bonus Swamp.
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Re: New unit

Postby KGB » Tue Oct 09, 2012 2:10 am

At 6/10/14/18 with a potential +3 in Swamp these guys are going to be the 'go to' unit for 1 turn units.

Vs Elf: cheaper cost 200 vs 300, better move, better strength (and trust me 4 of these guys will be easy to get on 1 turn units), forest move etc. Elf can't cost 300 solely for the potential +10 AA and lead others in forest. So Elf needs to come down to 200 or less.
Vs Hv Inf: Same cost, better move, better avg strength (17 vs 15 split between att/def), likely cheaper upkeep, forest move, swamp attack bonus. Hv Inf is now too expensive.
Vs Dwarf: cheaper cost 200 vs 400, much better move, same strength (17 vs 17.5 split between att/def). The only thing the Dwarf has is the superb leading in hills which isn't worth 200 gold. Dwarf is too expensive.

I can go on and compare vs Lt Calv but you get the idea. The 200 cost is either too cheap or all the other 1 turn units are suddenly way over priced given this unit is on average much better than all the others. It's got to cost more like 250-275 and lose the combat bonus in the swamp.

I'd suggest Goblins since they are cousins of Orcs.

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Re: New unit

Postby piranha » Tue Oct 09, 2012 5:20 am

One problem with swarm 1 turners is that it takes such a short time to produce them so a 4 unit swarm is going to happen all the time. The cost to reach full potential is so short. With scorpion and more so demon you have to wait a while to use your units which is the price you pay for a better unit. If 4 1 turn units is better than other 1 turners it's always going to be the best choice except a few times when you need defense quickly and go with heavy inf.

I think for a 1 turn swam it should probably be a 8 unit swarm to reach full potential. Then you have made it impossible to reach full potential and combine it with support armies but that could be okay. I'm still not sure it's worth adding that type of unit.
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Re: New unit

Postby LPhillips » Tue Oct 09, 2012 6:10 am

Piranha, at 8 swarm it definitely isn't worth adding them.

I missed the +3 in Swamp. I just saw 8>11>14>17. I prefer they just start at 6 and that the falloff be 4 as that makes losing one more punishing. Also, any move bonus is unnecessary. I saw that but it didn't bother me. In retrospect, they shouldn't have any move bonus. I don't see these guys becoming the complete go-to unit. Maybe we need to find the right price, but with no terrain bonuses they aren't that strong. Even if we find after some testing that they need to be weaker, they'll never be the go-to unit. One has to remember that production centers are limited, funds are more ample than ever, and units are cheaper than ever. If I apply it to my current Bull Run match, I'd have these guys in exactly zero of my cities. I'd rather have Heavy Cavalry production in one than these guys in two. They're not fast enough to keep up with either type of Cavalry, and they're not strong enough to justify filling any of my city production.

First, I don't believe they will upstage other infantry because they make crappy city defenders until maxed. If you worry about them upstaging Heavy Infantry then give them a steep upkeep. Let them be the true swarm unit: attack, attack, attack, can't afford to keep them on defense (4 upkeep minimum) That puts them at 4x4=16 upkeep to defend a city at full strength. Any other infantry unit can be deployed singly or in pairs and effectively defend non-frontline cities for less than half that cost.

Second, they will always fall short of true terrain-specific units. Elves have 22 strength in Forest, making them clearly superior. Yes, their anti-air capability is worth the cost. If not, we'd all be whining about them already. Light Cavalry are obviously superior in movement, vision, and convenience. You won't use these Goblins to expand because the swarm supply can't keep up with your heroes. You'd be fighting at 10 strength or worse almost always, or missing 1 of every 3 movement points waiting on reinforcements.

Third, they don't stay at max strength. They're swarmers, meaning that if you drop their number below 4 you begin to cut their strength severely. No one can employ a prolonged attack with them for this reason. They're weaker than any other terrain-specific one-turn unit (KGB, you can't compare Dwarves at 17.5 instead of 22.5, or we'd all bitch about Heavy Infantry being 15 and 50% faster). The weakest is the Orc (which needs to go back to 10, but still has a statistical advantage in Swamp).

Where is the problem here? I don't see any. 250 seems steep, but it's not too terrible. I'd compromise at 225. Again, they've no advantages over any specialized infantry unit whatsoever, no matter what their employment. Their only advantage is the ability to function in any given terrain better than units that are not specialized to that terrain. The only pitfall here would be giving them low upkeep so that they could be employed on defense without adequate sacrifice.
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Re: New unit

Postby Igor » Tue Oct 09, 2012 10:35 am

They are without terrain strength bonus, only of swarm.
This is a good cheap alternative to light infantry, powerful heavy infantry, and fast and strong light cavalry. 200 - a good price, maybe 225, not more. More would be too much as they have to be built in large numbers, as opposed to dwarf or heavy infantry. For the same reason, they should not have a high upkeep, may be 2-3.

As an alternative: 6>10>14>18, move points reduced to 14, cost 225, upkeep 3; or 8>10>12>14, move 17, cost 150, upkeep 2.
Both ways they are weaker than almost any one, when they are only 1 in swarm, and only like weak light infantry when they are 2 in swarm.

8 max in swarm is good known in DLR as Giant Rats. That was very cheap unit and very powerfull when they were 5 or more in group. May be to try both types. As for me, I would use 4 swarmed goblins with pegasus and battering ram.
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Re: New unit

Postby Jeremy » Tue Oct 09, 2012 2:55 pm

I think the current Orcs are very underpowered, and should gain swarm 1.

Base strength 7. So one Orc is strength 8, up to a max of 6 or more Orcs who would each be strength 13. Pretty comparable to Elves. Maybe up their cost a bit to compensate.
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Re: New unit

Postby Omen » Tue Oct 09, 2012 5:44 pm

1 turner with 8 swarm you say? Don't forget about MY (:P) peasant that I have proposed elsewhere: 1 turner, 1 hitter, 5 str, 1(8) swarm, 50 cost, 40 plunding/pillaging, 12 movement, 1 upkeep, +5 in cities. :D
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Re: New unit

Postby Negern » Sun Oct 14, 2012 2:04 am

Nice thread! Like the unit, and would probably use it. I agree with kgb about the elf, and don't use it often if it's not found in some neutral city. I like the unit a lot, though, and would not want to change it. When the time is right, it's worth it's price. Just that the time isn't right very often.

What other units could be needed?

A reverted siege unit, that adds defense to city walls?

Name: Mason
Time: 2 turns
Strength: 20
Move: 16
Cost: 425 (same as wolf rider, between dwarf 400 and giant 450)
Move bonus: none
Battle bonus: 5+def
Special: +2 def on city walls, when inside a city
View: 2
Upkeep: 4

If he gets price raised to 475 and upkeep to 5, the special could be 3+ on city walls. May sound high if counted at highest possible (3 x 32 = 66), but remember that the bonus can be neglected with cheap units as the ram and catapult (instead of devil), that cities doesn't become crowded often and that when they become crowded, it affects the income and expansion rate negatively (a small 3+ bonus on city walls will be of little comfort in most of those situations). I believe it would be best used when following behind expansion-stacks, running (16 steps:lol:) into newly conquered cities at the ends of the turns, put in front line for the +5 defense.
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