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Snowballs and Sieging - Why Sieging sucks in edain

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AulëTheSmith:
Hey guys i just come back to this post after a long time. I had an inspiration once thinking about Goodfella's considerations. Is there anyone here who remeber an old game called "Imperium"? Well, in that game, you have to spent gold for recruiting the troops, but at the same time you have to avoid starving of your army by collecting food resources. In details: every type of unit have its own initial amout of food resources once you recruit it, which decreases during time until it becomes zero (after that units slowly start to lose health). To restore this initial stock of food, you can feed your army by occupying a structure in which your have stored supplies.
The key point is: not only the player must pay resources to recruit units, but also the "maintenance" of soldier has its own cost. In this way, the bigger is your army, the more it will cost during time you have them of battlefield.

Now, this kind of mechanism is not present in bfme, neither something that is vaguely similar .
However, the general idea it is quite realistic and also it should help to contrast a bit the snowballing effect, which lead to an exponential increasing of power of the player who possess most of the map. This sort of maintenance cost should act as a mitigation factor, like it is a predator in nature or a control rod in a nuclear reactor.
In the end, how can we introduce a similar concept in Edain?
My proposal is simple: a debuff of the economy which is proportional to the dimension of the army. The more you have population the less your economy structures will produce.
If you think about it, the strongest player who controls the map and has bigger army will be the one who is most penalized by the effect. Furthermore, i would make the external economy structures the most debuffed by this effect because it is a further disadvantage for the attacker (who control most of the buildings outside his/her castle/camp).
An example (IS: internal buildings, ES:external buildings) using 1800 CP as maximum:
0<CP<600 no economy debuff;
600<CP<1200  -10% production IS, -15% production ES.
1200<CP<1800 -20% production IS, -30% production ES.

Take the numbers as a mere example there's no study or testing behind them. We can change both the percentages and the number of intervals between zero and max population.
What do you think?

Walküre:
Welcome back, dear Smith :)
Your ideas are always very articulate and it's just apparent that you elaborate on your thoughts very much, any time there is the need for a mind-opening solution. Though appreciating the effort, I'm quite against such system: the concept could be by itself functional for stabilising the game a bit and for mending the issues revolving around the atavistic pre-determined defeats or victories, but I guess it would unfairly punish players who have at hand numerous troops to throw into the battlefield. Targeting economy might be a sound beginning, without, however, subjecting command points to further limitations or burdens; they're already a quite sensible field to manage of the Mod, not to mention the usual (persisting) bugs which have been tormenting us since the dawn of 4.0.

I can't reveal anything, of course. Just, may you know that the mentioned problematics are of crucial note for the internal team as a whole. Some adjustments will be introduced in the next patch, aimed at rectifying what can be fixed in respect to the topic. Henceforth, do not let your hope wane and be hopeful for the upcoming future! There's a lot in store for the time to be ;)

P.S. Well, where should I start? I was thoroughly fond of Imperium, back at the time. One of my childhood games, and one I've always liked, too. Only, seeing every time those fish-bone icons (if you can relate to that) pop up was not really the best memory I have of the series, alongside invincible Norman lords or princesses who could massacre armies in the most ruthless manner. Or even magic and various nightmares from the unfathomable universe of the supernatural, like half-dead wraiths that would soak up your vital force in their vicinity [ugly]

Julio229:
Welcome back, Aulë!

I quite liked Imperium back in the day, but I don't think I'd like something like its hunger mechanic being added to BFME, to be honest. It could get quite annoying if that's not toggleable, and while it might help the snowballing issue, I don't think it would be overall good for the mod itself.

AulëTheSmith:
Thank you guys! You know, i did the most three difficult exams of my university course in 10 days, i was really busy while training myself [ugly]
By the way, i know what do you fellows mean. You are afraid such a system could ruin the gameplay, making it too severe for the most powerful player. Actually i don't think it will be so much impactful as you may say. To be sincere, if the percetages are below 30% (or at maximum 50%) i don't think it will be much severe for the attacker, while limiting his economy could be useful to prevent him to have practically an unlimited amount of resources. Anyway, i trust Walküre if he said that in the upcoming patch they just adopted some solution to limit this big problem. He's the messenger of the team so he knows many things  :D :D
Walküre: i remeber the general weirdness  :D, actually it was my favourite faction the Gallic one, even though it was unbalance, especially the Norman Lords with their long life and life-recovering hammer strikes  [ugly]

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