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Forum : Notice Board
<<   1 2 3 4 5 6   >>
AuthorTopic : Range + Abilities Changes
SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Friday, 2 October 2009 - 23:23

well klyph the tiny accurate arrows of a marksmen wouldn't be aiming at the wood... they would kill the operators of the balista...

20 marks killing 1o balista (which take a lot more time to reload and aim)seems more realistic than it taking 40...

at the rate things are changing...we'll all be newbs by next week

Last Edited : Friday, 2 October 2009 - 23:27

Disturbedyang
Joined 27/01/2003
Posts : 566

Posted : Friday, 2 October 2009 - 23:49

woohooo... now we are all equal again...

klyph
Joined 30/05/2008
Posts : 421

Posted : Friday, 2 October 2009 - 23:53

not next week... yesterday yay communism... i mean everyone is created equal... oh this isn't working i need to stop quoting politicians.

Hankyspanky
Joined 3/07/2004
Posts : 1602

Posted : Saturday, 3 October 2009 - 03:52

Operators of ballistas could have a reserve squad, for instance it was usual that 10 ballistas where operated by 50 persons. which then means that 40 marksmen will be able to take out 50 persons.

Last Edited : Saturday, 3 October 2009 - 03:54

SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Saturday, 3 October 2009 - 08:33

i think 40 sharp shooters could easily and quickly kill 50 ppl...a lot quicker than they can reload and aim their slow moving weapon...

Hambone
Joined 27/12/2008
Posts : 329

Posted : Saturday, 3 October 2009 - 08:39

Req wrote "And seige machines were originally supposed to be banned from moving into any of those buildings. I just never got round to coding it in. After all, how can you move a pre-built catapult up a narrow flight of stairs to the top of a tower? Its crazy talk!"

So make it that all seige weapons cannot attack the turn they move into any building (except drawbridge - they are designed for large things to move through easily) - that represents having to dismantle the seige machinery, cart up the stairs and re-build. Perhaps also increase movement cost for seige entering a building (other than drawbridge) to 4?

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Saturday, 3 October 2009 - 08:54

OR we can just let it stand where it is since it does appear to be decently balanced now and tweaking them every other day takes away from the gameplay itself.

Zues
Joined 23/11/2004
Posts : 287

Posted : Saturday, 3 October 2009 - 10:45

I second the motion!!

except maybe can we reduce Coops attack and defense? and maybe his movement too?

Disturbedyang
Joined 27/01/2003
Posts : 566

Posted : Saturday, 3 October 2009 - 11:58

Yeap, i think that will help us fight Coop.

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Saturday, 3 October 2009 - 18:16

actually, the idea was for all buildings to have a 1 turn unusable state. this means they dont generate income/troops, cant be moved into, have lower health, but still block movement.

this means no troops can enter them, not just seiged.

that was the idea anyway.

right now, a player could build a tower, move a cat or marks into it, shoot, then destroy the tower to get resources back, all in 1 turn. thats crazy talk!

Zues
Joined 23/11/2004
Posts : 287

Posted : Saturday, 3 October 2009 - 19:26

ya, i agree with the wait for buildings completion. and on not having siege machines in towers.

but whatever is decide on, lets please make all the changes at once and be done with them. i log in at crazy times and dont always have the brain completly engaged so reading is just a hassle(at least till the coffee kicks in). or just dont have the time to peruse the forums so end up on the short end of things :p

SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Saturday, 3 October 2009 - 23:09

ranged troops should have increased defense when in a tower...and also increased range...but not much more attack power...melee troops shouldn't be able to attack or be attacked from other melee troops while in a tower...kind of a safe haven...and seige troops shouldn't be able to enter a tower at all...
no one is going to build a rolling catapult on top of a tower...nor a battering ram...nor would you see a heavy cav fighting from the top of a tower...etc etc etc...

maybe when you destroy your buildings (especially towers)you shouldn't get as much resources back....keep the costs high though...so ppl arn't building barracks and towers all over the board...

klyph
Joined 30/05/2008
Posts : 421

Posted : Saturday, 3 October 2009 - 23:21

there has been proposal of increasing tower costs but i think with the increase to the cost of the barracks, one full turns income until maybe mid game, has nixed that problem.

Nebuchadnezer DoC
Joined 9/06/2005
Posts : 3017

Posted : Saturday, 3 October 2009 - 23:22

Yes. Let's absolutely cripple this game and not allow anything that couldn't happen in real life. If it takes 1 turn for a catapault to set up in order to fire, it should take 300 turns to build a barracks. Seriously. It's a GAME. It doesn't have to live by real life rules. Please name me one "game" ever made that restricted itself to "real life." So, let's stop quoting history and real life, and enjoy the game for what it is...a game.

Disturbedyang
Joined 27/01/2003
Posts : 566

Posted : Saturday, 3 October 2009 - 23:35

Argh, Neb beat me to it. Haha. This is getting a bit ridiculous all the complains and stuffs. Just get on with it and fight.

klyph
Joined 30/05/2008
Posts : 421

Posted : Saturday, 3 October 2009 - 23:47

i just want my swords and spears and horsies to be effective *throws tantrum* I wanna see blood and guts littering the battlefield, not wood and arrows. It has been fixed and i beat a 6-7 marks in a battle a couple of times with only 4 ranged units 2 of which were marks and none of them contributed anything significant. SO, my side of the fence is green grass and roses. Littered with eyes, cartilage, intestines and all the good stuff

TaurusRex
Joined 14/06/2002
Posts : 9462

Posted : Sunday, 4 October 2009 - 05:42

"- Extra Damage is now 20% chance for Double Damage not +50% damage.

- Max Damage is now 25% chance to do Max Damage (was 20%)

- Retaliation is now 20% chance to do Double Damage when retaliating"-Requiem

... not sure, but looks like the element of luck has been added?

rex

SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Sunday, 4 October 2009 - 06:16

i still think comms should be capable of building hot dog stands and doughnut shops...

i also think nebs marks should only have 1 arm to make things fair...

and being the greatest of patrons...mog deserves his very own mandog unit... melee that fight on all fours and lift their legs on hydrants and towers...



Hambone
Joined 27/12/2008
Posts : 329

Posted : Sunday, 4 October 2009 - 10:49

@klyph: Bone is good for roses.

err, so I've heard.

Hambone
Joined 27/12/2008
Posts : 329

Posted : Sunday, 4 October 2009 - 11:07

@simonsaydie: Excellent idea, conquest by fast food - nip in with some coms, build the fast food joints next to the road.
each tine a unit passes past the hotdog stand it loses one movement, 10% from max health, 1 attack and one defence.
Eventually your enemy's troops will be too obese to fight..

Last Edited : Sunday, 4 October 2009 - 15:41

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