wedsaz
Clubman
posted 05-22-00 07:32 PM
ET (US)
1 / 4
1. don't call it a patch, call it an x-pack
2. add land trading (caravans for camels civs, mules for non-camel civs), and increase the trade gold's regen rate to about 5x what it is now
3. add a "quarry" building, which would make stone sort of like farms make food (slowly but surely)
4. a few balance changes, especially helping the "weak" civs such weakening cats, and improving weak civs such as greek and carth - see the balance threads for ideas
Between bug fixes, improved lasting power for gold and stone units, and balance fixes... I'd be willing to pay another $50 or so, it's a small price to pay for a good game. (and money is such a great motivating factor)
wedsaz
Clubman
posted 05-22-00 09:04 PM
ET (US)
3 / 4
Piranha:
Why does AoK take so long? TCs that shoot, that's why AoK games don't end before trebs are available.
How can toning down cats as field artillery slow AoE down? Please, do explain that for me.
HonoredMule
Clubman
posted 05-23-00 04:45 PM
ET (US)
4 / 4
How about making field units slowly regain HPs? Or making transports that carry more units at a hefty price? (w/ lots of armor) Or garrison buildings that to NOT fire? I stand behind on-land trading. I say reduce damage of cats drastically, plus make another version with no area damage and about 50% more range (plus maybe half HPs). Now you have war cats that (let's face it) some people LIKE, plus the real deal in siege. After all, real siege also worked because they could operate from a safe range. But this unit should only be available as an upgrade in bronze or iron. OK, I'm just jumping all over the place, but these are some of the changes I would like to see the most. Res that regain slowly and farms that rebuild automatically would also be sweet. Just don't change the graphics.