City design-pros and cons
Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
Forum Description: Got a great idea? A feature you'd like to see? Share it here!
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=1706
Printed Date: 17 Apr 2022 at 13:10 Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com
Topic: City design-pros and cons
Posted By: Attila the Hun
Subject: City design-pros and cons
Date Posted: 31 Mar 2011 at 22:13
I thought up this idea and received some decent feedback form global at the time and therefor decided to put my idea on here. For ridicule and "good thinking Attila"
IDEA
Currently the graphics for the town are just to show how population changes how the town looks. I am sure there could be a way to introduce different town defense schemes, altering unit bonuses and deductions as well as appearances on the world map/town map.
I'll use my current town graphic as a example here. It's a wooden circle fence, with the buildings grouped together tightly. Id my idea were put into play, it would add attack bonuses to pike men and archers, while decreasing defense and attack bonuses to Calvary units.
I'm aware that the Devs currently did a npc terrain upgrade similar to this, fight in a building and Calvary will have attack/defense deductions. What makes this idea different is the player could research what kind of defense wanted, then go through the appropriate resource cost and build time.
I feel this will offer more strategy involved in warfare, and it won't be too one-sided. Please review this, and give full feedback,
Thank you,
Attila the Hun AtH
------------- It's just a game. :)
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Replies:
Posted By: GM ThunderCat
Date Posted: 31 Mar 2011 at 23:45
Attila the Hun wrote:
Currently the graphics for the town are just to show how population changes how the town looks. I am sure there could be a way to introduce different town defense schemes, altering unit bonuses and deductions as well as appearances on the world map/town map. | Just a quick correction - whether your town image has a wall is dependent on whether your town has a wall. Would comment further, but bug fixing calls...
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