pecelot wrote:umeu wrote:even without monitors and upgrades from dock, 2 culverins do not beat a frigate with offshore support.
I already expressed my thoughts about this particular home-city shipment, though still, it's only 1-range advantage. I'm inclined to say that the statement above is false.umeu wrote:what we need is either:
a) a maximum of docks that can be made
b) a maximum of how many fishing boats can be made
c) regulate the above by designing the maps with that in mind.
And how would you set the limits?umeu wrote:alternate solutions are:
remove schooners, make fishing boats 50w std. remove whales.
or
schooners reduces cost, but also slightly increases training time.
or
just remove whales all together, but drastically increase normal fish.
Talk about light changes for EP
Though the second point may be perhaps worthwhile, somewhat like the Estates card for the BritishAshvin wrote:Yeah if you see that [Admiralty] card your enemy's deck and you don't have it then it's gg!
I wouldn't say so, rarely does it become a deciding factor, you'd need a water-heavy map for that in addition to late game in which it actually comes into play and players can afford fleets of such a size.Garja wrote:In a realistic game you're not going to stay out of culv range all the time, there are towers, crackshot has colldown and you're not going to use it asap, etc.
Plus land guy should have more eco and can powerplay it at one point.
On EP 2 culvs totally beat a non uppped monitor who crackshots them, because they 2 shot it and monitor has setup time. And that's without even splitting the 2 culvs to avoid the splash damage of crackshot. And we are talking about age3 culvs vs an age4 warship.
Mortars outrange any ship and if the water guy has no vision he can't dodge the projectiles. In a real game he is not in fact going to do that most of times. Also if we want to be nitpicky the mortars guy can just desync the fire of 5 mortars and dodge dance doesnt work anymore.
I agreenoissance wrote:Is it possible to make warship healing cost resources? Sort of like building repair
Wouldn't it be a buff actually? To heal warships you have to set them idle for quite some time at home at your docks, whereas with the building-repair-like ability they'd be able to do that anywhere even faster.Garja wrote:That's a problem you don't have on nilla (where towers also bomb fishing boats btw).
How come no one mentioned that yet? It's a pretty simple solution, really!umeu wrote:artillery is like 1/3rd of the speed of boats. thats the big issue here. if you unpack your artillery while out of range, ships just dodge and go away on most shores. if you come in running and unpack in range, youre gonna get shrekked by special attack. its not like its unwinnable, but its fucking silly how much more res and effort it takes for the land player. water play should mostly revolve around warship fights, imo towers to fight warships, culverins to fight warships, its all a bit silly imo.
A nice idea from the old Improvement Mod — reduce the speed of warships: currently they outpace pretty much every land unit with their ability to turn around smoothly. Not good!
By this, i mean keep the current repair system, but make it cost resources while the docks passively heal boats... like a negative trickle?