by KGB » Wed Mar 23, 2011 2:32 am
Pillager,
I have no special knowledge beyond what's written in the development blogs or mentioned in threads by Piranha/SnotlinG as being in for Beta4.
I think the following things will alter the basic value of units. By alter I mean how they are currently viewed/used etc.
1) Map size is no longer fixed at 100x150. You can have 50x50 all the way to 150x150. How this affects the game is hard to say because it depends on how many maps get made at the various sizes. But if for example we seen lots of 150x150 epic maps then I *believe* this favors all units with larger movement because obviously there is more map to cover and thus Dwarves/Pikemen suffer while Lt Cavalry/Bats benefit. If instead we see lots of 50x50 for 1-1 games then slow moving units stand to benefit. I suspect we'll see lots of 50x50 and 150x150 and almost nothing else which means you'll use one kind of unit in one game and another in another.
2) New units like the Eagle. This unit alone may mean Bats become extinct due to being hunted relentlessly. The Eagle itself at 2 turns may become the new 'bat' of Beta4 since it can fly a hero, bless to 3 strength and be 4 or 5 strength with paired with a Pegasus and/or Hero.
3) New Rules such as heroes can no longer fly on bats. This may fundamentally alter how people pick initial heroes and production. For example in 99% of my games I by bats only in my capitol to fly my initial hero around and save all my money for a 2nd hero on turn 2 or 3. Now that won't be possible so I'll definitely be buying something else, whether that's an Eagle or a 1 turn unit remains to be seen.
4) New skills. Especially the pillage skill if it gives decent extra gold (10-20%) may be viable. Other skills may allow heroes to generate +X gold per city putting more money in the game.
5) Sites. This includes Towers and the new gold site. It may be there is a rush to grab those sites since they are unguarded unless the map maker puts armies there. So again, bats/fast moving units may be used to race around and claim/raze these and therefore make fast moving units more valuable. As far as towers go, they give the underlying terrain bonus rather than a city bonus so we may see lots of towers in hard terrain giving extra bonus's to 1 turn units that benefit in that terrain.
6) Hero Offers. If the hero offer algorithm is fixed (not heard 100% for sure it is) to use my suggestion of progressively more expensive heroes and forced longer times between hero offers then players may not simply plunder and wait for hero + allies. Thus money will get spent on something else. That *may* be production, may be city wall upgrades, may be building towers etc. Just how money is spent would be fundamentally altered by this change since Beta3 is all about hero+ally collecting.
7) Gold. How much will be available compared to Beta3. Right now all ruins are gold only. Beta4 will have items/allies in ruins. But there will be quests and Piranha has said he plans to increase gold income in cities plus new gold sites etc. So how much money on average players have to spend may increase quite a lot allowing more expensive units (Dwarves/Pikes, 2 turners etc) to be purchased. Or there may be a lot less gold so players can only purchase crappy units.
8) Team Games. You'll be allowed to send gold/units to your ally. What effect this will have (maybe if we are teammates, I build 1 turn units, you build 2 turn units and we exchange what we need) is unclear.
9) Terrain Bonus. Despite what LPhillips wrote above, I have yet to see either SnotlinG/Piranha say for sure whether 1 turn units will no longer grant terrain bonus's to the stack. If that no longer happens it definitely makes several 1 turn units a lot less valuable.
Now you might not think many of these apply and yet if you look at Beta2 to Beta3 some subtle and some not so subtle changes ended up dramatically affecting how units were used/bought.
Now back to the 1 turn units.
When I say no one, I put it with a **. Meaning not 100% no, but rather 95+% no. I think I've bought Dwarves in 3 of 30 games in Beta3 so maybe in 4-5 out of 500 cities I've owned. Always just for the reason you say, I need to travel on the hills. Often I just buy a Giant instead for a bit more gold but lots more move and use with a Hero. I've never bought Pikes. Thus to me those units are already useless. Making them weaker makes them even more useless as at least now I can vector them for city defense at 4 strength. Hence I think they stay at 4 strength and go to +1 terrain bonus (hills/open) and drop in cost by 100 gold (300/400). Don't forget, these 2 units also have 2 upkeep where all other 1 turn units have only 1 so over time you can only have half as many due to upkeep costs (something I wish was easily available in a table or on the buy production screen so you could factor that into your decisions). I love when my opponents buy/use these 2 units as it means they take forever to move around the map so I have lots of time to prepare.
250 for Lt Calv is still a bit much. I just think paying 50 more gold for 8 extra moves is a lot given you can't be sure you get the open bonus while the Hv Infantry is always 3 strength. To me 8 moves and occasional 3 strength = always 3 strength. How about 225?
I agree Orcs are cowards. I also agree with them using poison or striking in the back in the night like an assassin (coward). Plus the Wolfrider (which is an Orc on a Wolf) has Critical Strike too so from a perspective of Orcs having Critical Strike it fits in the way Gnolls in DLR all had assassin. You can't have banding reach 4 strength on any 1 turn units or that's all that will get made with 15 moves as those would be extremely powerful/useful. So at best you could have 1 strength, +2 banding making them 3 strength, 15 move units (slightly better than Hv Infantry so then they need to cost at least the same as Hv Infantry).
KGB