Results 1 to 30 of 40

Thread: Buildings

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #3

    Default Re: Buildings

    Good ideas Narayanese especially the one about cycles of peace to replenish ones coffers...

    My thoughts on the subject...regarding units. I think it would be very detrimental to the game balance and the way units relate to each other (cost-effectiveness) if we keep the old system of upgrades through blacksmiths and armouries. All the balancing of the units that we make in an effort to force the players to use proper units in their proper timeframe will go down the toilet if new units have to compete with the old ones that have seen extensive retraining and thus have superioir weapons and armour. Armour and weapons upgrades are going to be reflected by different unit stats. So an early 16th century man-at-arms is going to have better armour value simply because he had better armour available than his counterpart in the mid 15th century. Additional armour and weapon upgrades don't fit in the equation.


    In my opinion, armouries and blacksmiths should have an economic effect only - as an increase in trade (after all, weapons have always sold well), and perhaps a decrease in the cost of units (basic market dynamics - the more goods on the market, the lower the prices).
    Only gunpowder units should perhaps receive some kind of additional upgrade possibility (better rifles, firing mechanisms and better gunpowder).
    Last edited by Yggdrasill; 04-24-2005 at 18:45.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO