Trade Road in the patch
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- Crossbow
- Posts: 4
- Joined: Dec 24, 2018
Trade Road in the patch
Hi, my name is Andreas, and I have a question: taking in account that TPs are really good especially with a card like Advanced Trading Posts, did you ever consider making the travois man (or his upgrades) a killable unit?
Of course, with a large number of HP and armour, but capable of taking damage, so he could be finally killed?
I think that will give the player who is against an ATP strategy on lets say, Great Plains map, a way to render the entire line useless.
What are your thoughts on this?
Of course, with a large number of HP and armour, but capable of taking damage, so he could be finally killed?
I think that will give the player who is against an ATP strategy on lets say, Great Plains map, a way to render the entire line useless.
What are your thoughts on this?
Re: Trade Road in the patch
This is one of the most creative things about aoe3 I have ever read!!!
Re: Trade Road in the patch
RIP TPs.
I feel like this would be difficult to balance.
I feel like this would be difficult to balance.
- aligator92
- Howdah
- Posts: 1519
- Joined: Feb 27, 2015
- ESO: aligator92
Re: Trade Road in the patch
Mitoe wrote:RIP TPs.
I feel like this would be difficult impossible to balance.
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- Crossbow
- Posts: 4
- Joined: Dec 24, 2018
Re: Trade Road in the patch
Mitoe wrote:RIP TPs.
I feel like this would be difficult to balance.
Hi, Mitoe. Yeah, I agree - it will be close to impossible to balance. So, maybe the trickle cards can be tweaked to compensate, momentarily they are useless. Also, you can pay resources for upgrading HPs an armor of the thingy.
I realise the smallest of change in game's mechanics will produce a ripple effect which can have lets say - "collateral damage"; but a perfectly balanced game cannot be achieved unless it has all its components symmetrical. For me atleast (I am playing this in single mode for about 9 years) the diversity and uniqueness of civilizations are the major factor here.
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- Pro Player
- Posts: 10282
- Joined: Jun 6, 2015
- Location: Paris
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Re: Trade Road in the patch
Yeah it's a funny idea but totally impossible to balance. At the very least the travois/stagecoach would need to revive after a while because killing it for the whole game is just too gamebreaking.
Anyway, what about destroying TPs instead of destroying the TP line?
Anyway, what about destroying TPs instead of destroying the TP line?
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
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- Crossbow
- Posts: 4
- Joined: Dec 24, 2018
Re: Trade Road in the patch
Hi, Kaiser. Ok, I see your point, and I think this idea can be considered impractical.
Thank all of you for your responses.
Merry Christmas!
Thank all of you for your responses.
Merry Christmas!
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- Skirmisher
- Posts: 134
- Joined: Apr 7, 2018
- ESO: _Attaque_77_CARP
Re: Trade Road in the patch
It would be interesting to see that improving the commercial route with iron horse. The train will damage the units that cross the road. Maybe 5 or 10 damages. This would apply to the entire train, not just to the front.
Re: Trade Road in the patch
Improvement Mod hype
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