Water Quality of Life Changes?
Water Quality of Life Changes?
I'm proposing some QoL changes for water play to make fights less frustrating/random and make water a little more accessible.
1. Decrease speed (or acceleration, either works).
2. Decrease turn speed of ships
3. Firing animation on click as with cannons. All shots fire at the same time. RoF = 6. Negative multiplier vs all land units of -25% to make up for better micro ability.
-potential: ship can be turned (slowly w/reduced radius speed) to fire again as soon as possible.
4. All civs without Offshore Support get a card that increases warship HP and/or speed instead.
5. Give some civs (Ports? Russ?) a 5 fishing boat card age 2, potentially a 3 fishing boat card age 1.
6. Schooners now decreases cost of fishing boats by 50% (down from 60%).
7. "Broadside" now "bombardment," can target vs land units only. 75% of regular shot damage, area 3 for Caravel and area 6 for Frigate. Recharges every 45 seconds. No negative multiplier vs artillery as with regular shot. not really necessary.
Please suggest any changes to these propositions below, I'll edit in the good ones.
1. Decrease speed (or acceleration, either works).
2. Decrease turn speed of ships
3. Firing animation on click as with cannons. All shots fire at the same time. RoF = 6. Negative multiplier vs all land units of -25% to make up for better micro ability.
-potential: ship can be turned (slowly w/reduced radius speed) to fire again as soon as possible.
4. All civs without Offshore Support get a card that increases warship HP and/or speed instead.
5. Give some civs (Ports? Russ?) a 5 fishing boat card age 2, potentially a 3 fishing boat card age 1.
6. Schooners now decreases cost of fishing boats by 50% (down from 60%).
7. "Broadside" now "bombardment," can target vs land units only. 75% of regular shot damage, area 3 for Caravel and area 6 for Frigate. Recharges every 45 seconds. No negative multiplier vs artillery as with regular shot. not really necessary.
Please suggest any changes to these propositions below, I'll edit in the good ones.
- lemmings121
- Jaeger
- Posts: 2673
- Joined: Mar 15, 2015
- ESO: lemmings121
Re: Water Quality of Life Changes?
I not a huge fan of water, but I'm against almost all of this.. maybe nÂș 1 is fine
- thebritish
- Jaeger
- Posts: 3787
- Joined: Jul 18, 2015
Re: Water Quality of Life Changes?
only the first one is good
krichk wrote: For some reason, you want the world to know that you're brave enough to challenge thebritish
Re: Water Quality of Life Changes?
Remove warship build limits or increase them. Thats the gayest part about warship fights. The fact that they are nearly unmicroable is somewhat shitty too. Its just lame and boring to me tbh.
Re: Water Quality of Life Changes?
warships are ez to micro
- iCourt
- Retired Contributor
- Posts: 700
- Joined: Jan 14, 2016
- ESO: iCourt
- Location: Monterey, California
Re: Water Quality of Life Changes?
I think as computers are being upgraded, build limits on boats can be removed. Should be able to make up for the civs that don't have cards like offshore support. You can at least have the option to outmass your opponent.
Re: Water Quality of Life Changes?
Jerom wrote:Remove warship build limits or increase them. Thats the gayest part about warship fights. The fact that they are nearly unmicroable is somewhat shitty too. Its just lame and boring to me tbh.
Well if you actually read the suggestions you might see that they're meant to make micro possible... And if you just want to play land this shouldn't affect you, they won't be stronger vs land units and even weaker vs shore culvs/mortars.
Re: Water Quality of Life Changes?
forgrin wrote:Jerom wrote:Remove warship build limits or increase them. Thats the gayest part about warship fights. The fact that they are nearly unmicroable is somewhat shitty too. Its just lame and boring to me tbh.
Well if you actually read the suggestions you might see that they're meant to make micro possible... And if you just want to play land this shouldn't affect you, they won't be stronger vs land units and even weaker vs shore culvs/mortars.
I was trying to kinda back u up there
Re: Water Quality of Life Changes?
Jerom wrote:forgrin wrote:Jerom wrote:Remove warship build limits or increase them. Thats the gayest part about warship fights. The fact that they are nearly unmicroable is somewhat shitty too. Its just lame and boring to me tbh.
Well if you actually read the suggestions you might see that they're meant to make micro possible... And if you just want to play land this shouldn't affect you, they won't be stronger vs land units and even weaker vs shore culvs/mortars.
I was trying to kinda back u up there
My bad! Thanks for your support.
Would automatic admiralty be a good idea just preliminary? (Slightly increases all ship build limits).
Re: Water Quality of Life Changes?
if you remove ship limit, a game will never come to an end
just train 10+ frigates and your opponent will never have his dock up. and it's a tie.
just train 10+ frigates and your opponent will never have his dock up. and it's a tie.
- britishmusketeer
- Howdah
- Posts: 1845
- Joined: Feb 28, 2015
Re: Water Quality of Life Changes?
Couprider wrote:if you remove ship limit, a game will never come to an end
just train 10+ frigates and your opponent will never have his dock up. and it's a tie.
you would need to make them cost population. And you could slowly win by pushing with towers, mortars and culvs
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