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Inner Resource Buildings Producing More Than Outer Ones

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Elite KryPtik:
I don't like this change that came with the recent update, and I have been assuming(and hoping) that it is a bug. Most people I have talked to agree with me, outer farms have always produced more than inner farms, and cost less, to increase the value of settlements over castle farms. Changing this makes camping a reliable strategy, and gives Gondor a distinct advantage, because they get 9 build plots as compared to the rest of the factions only getting 7 or 8. It should be changed back to outer farms producing more resources than inner farms I think. Let me know your thoughts, everyone!

TiberiusOgden:

--- Zitat von: Elite KryPtik am  5. Aug 2015, 02:18 ---I have been assuming(and hoping) that it is a bug.

--- Ende Zitat ---
No it isn't. It's intentional bug. :P


--- Zitat von: Elite KryPtik am  5. Aug 2015, 02:18 ---Changing this makes camping a reliable strategy

--- Ende Zitat ---
Yes, it goes against strategy and against BFME1. Sometimes, fortunately sometimes, I have feeling, that we are doing some things completely conversely. 8-|

Lord of Mordor:
It's partly a bug, internal and external resource buildings are meant to produce the same amount. This is a difficult topic, because we have two conflicting goals here. In the early game, the players' main objectives should be fighting for external settlements. If this is not necessary and you can get all the money you need from internal structures, the game becomes stagnate.

However, in the late game the focus should start to shift more and more towards outposts and finally siegeing the enemy fortress. Right now, though, games are simply won by one player capturing the majority of settlements and the other surrendering because he can't win anymore and playing out the siege would be pointless. For a siege to matter, the internal resource structures must produce enough that the besieged player at least has a chance to still win.

One problem here is that as the game goes on, the external structures actually pull farther ahead because you can upgrade those with the economy upgrade while internal structures often the command point upgrade because they're safer.

I'm still a bit torn on how to balance all these factors: Creating a progression from fighting for settlements to fighting for castles, making sure that settlements and map control are important, and making sieges matter. One idea was that internal structures cost 500 and produce 36, while external ones cost 250 and produce 24. That way, external ones would be more cost-efficient and you couldn't even build too many internal ones from the start, but in the lategame you could have a powerful economy inside the fortress that the enemy has to target to bring you down.

Another possible idea (which could work together with the first, but wouldn't have to) is to bring back the inflation mechanic, which means that resource structures produce slightly less the more you have of them. That way, we could slightly limit how much one player can pull ahead while still allowing them to gain an advantage over the opponent - you'd just have, say, twice as many resources instead of three times as much.

Adrigabbro:
Even though my opinion doesn't matter much, your first idea seems better.  :)
Nice analysis anyway.

Elite KryPtik:
Well I personally have never found a problem with the old system, but here's another idea. Keep the current cost of the inner and outer farms, but decrease the cost and research time of upgrades on the outer ones, while increasing the cost and research time of upgrades on the inner ones, and make both types generate the same resources. This would allow players to rapidly upgrade outer farms and get a few inner farms.

Another idea would be to increase the effect of the resource upgrades on inner farms, for example 35% and 60% instead of 25% and 50%. That way, at the beginning outer farms would be more cost effective, and still allow a player to redo his farms if he is under siege.

Finally, this system really makes no sense for Evil factions, because they don't have walls. Besieging them is childs play. So for Evil at least, I think the old system should be in place, because if you lose map control as an evil faction you have likely lost the game. Having outer farms generate more for Evil would encourage aggressive play, which Evil needs to win.

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