Trade Road in the patch

No Flag TyrionLBit
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Trade Road in the patch

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Post by TyrionLBit »

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?
India Ashvin
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Re: Trade Road in the patch

Post by Ashvin »

This is one of the most creative things about aoe3 I have ever read!!!
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Canada Mitoe
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Re: Trade Road in the patch

Post by Mitoe »

RIP TPs.

I feel like this would be difficult to balance.
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Germany aligator92
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Re: Trade Road in the patch

Post by aligator92 »

Mitoe wrote:RIP TPs.

I feel like this would be difficult impossible to balance.
No Flag TyrionLBit
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Re: Trade Road in the patch

Post by TyrionLBit »

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.
France Kaiserklein
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Re: Trade Road in the patch

Post by Kaiserklein »

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? :hmm:
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No Flag TyrionLBit
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Re: Trade Road in the patch

Post by TyrionLBit »

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!
Argentina CaRp
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Re: Trade Road in the patch

Post by CaRp »

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.
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Czech Republic EAGLEMUT
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Re: Trade Road in the patch

Post by EAGLEMUT »

I'd say a lot more damage than that, a moving train should be killing units pretty much instantly.
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Poland pecelot
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Re: Trade Road in the patch

Post by pecelot »

Improvement Mod hype

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