My current plans for 2.36
Posted: Wed Nov 16, 2016 9:18 pm
My overall goal at the moment is to aim for one update every month. It's enough time to allow the meta to settle and for strategies to be figured out, while not too long that I can't address pressing bug/balance issues.
Of course, if there is a major flaw in the map, I will push out a hotfix ASAP to fix that particular issue. As it is now though, the version seems stable with no 'gamebreaking' bugs.
I will post below my current thoughts for what to implement in the next version. The focus for this version will be on top gameplay. Keep in mind that not every version will have as many changes as the first two, as I don't want to oversaturate the map. Some months may just have balance/bug changes for glaring issues.
Anyway, here is what I have planned for 2.36 at the moment:
A new ship, 300 gold cost, upgradeable from Quin, same attack type/armour type. Requires Construction. Undecided on other stats.
Moving Magellan's to a later ship tech, likely Frigates.
A new Medieval top spawn wonder, spawning t2 ships. Currently thinking about dromons for this wonder, maybe 1 dromon 1 of the new ship, 2 drom 1 of the new ship, maybe all dromons. Could be compacted with some kind of bonus for holding top circles, similar to what I did with Saint Michel.
Reducing the range of Dreadnoughts, and increasing their armour to compensate. (This way, they should always be targeted first as the 'tanks'.)
Reducing the attack and increasing the attack speed of Dromons, Crossbowman and Commando at a proportionate rate. This is an overall buff for them, as they waste less damages on staggers, and each attack gets a bonus from buffs.
Making the Medic only heal Mechanical units, so they always go for the priority tank/mech etc targets.
Adding an passive AoE heal upgrade for the medic (non stacking.)
Adding a medic ship to top which mirrors everything that the land medic does.
Adding a new 'Humvee' unit, requires Combustion, essentially a smaller mech infantry (doesn't drop Mgs.)
Some kind of rework to Flamers, haven't decided what yet, only that they should be good against the new Humvee unit at that tech point.
Removing the 3 modern Panama Canal type wonders and compacting them all into one wonder which gives a bonus for every type of market your allies have. Same cost.
Let me know what you think of these ideas.
Of course, if there is a major flaw in the map, I will push out a hotfix ASAP to fix that particular issue. As it is now though, the version seems stable with no 'gamebreaking' bugs.
I will post below my current thoughts for what to implement in the next version. The focus for this version will be on top gameplay. Keep in mind that not every version will have as many changes as the first two, as I don't want to oversaturate the map. Some months may just have balance/bug changes for glaring issues.
Anyway, here is what I have planned for 2.36 at the moment:
A new ship, 300 gold cost, upgradeable from Quin, same attack type/armour type. Requires Construction. Undecided on other stats.
Moving Magellan's to a later ship tech, likely Frigates.
A new Medieval top spawn wonder, spawning t2 ships. Currently thinking about dromons for this wonder, maybe 1 dromon 1 of the new ship, 2 drom 1 of the new ship, maybe all dromons. Could be compacted with some kind of bonus for holding top circles, similar to what I did with Saint Michel.
Reducing the range of Dreadnoughts, and increasing their armour to compensate. (This way, they should always be targeted first as the 'tanks'.)
Reducing the attack and increasing the attack speed of Dromons, Crossbowman and Commando at a proportionate rate. This is an overall buff for them, as they waste less damages on staggers, and each attack gets a bonus from buffs.
Making the Medic only heal Mechanical units, so they always go for the priority tank/mech etc targets.
Adding an passive AoE heal upgrade for the medic (non stacking.)
Adding a medic ship to top which mirrors everything that the land medic does.
Adding a new 'Humvee' unit, requires Combustion, essentially a smaller mech infantry (doesn't drop Mgs.)
Some kind of rework to Flamers, haven't decided what yet, only that they should be good against the new Humvee unit at that tech point.
Removing the 3 modern Panama Canal type wonders and compacting them all into one wonder which gives a bonus for every type of market your allies have. Same cost.
Let me know what you think of these ideas.