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Anonymous
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I remember when you asked people to suggest perks some time ago, but I don't think anyone suggested anything, apart from yourself about those increasing storage in https://www.totemtribe.com/bugs/view/anti-starving-mechanism-in-case-of-internet-electricity-issue/ . That being said, you can already make those shown as "NOT WORKING": Assassin, Surveillance, Demolitioners (while other perks are not very good, this one would be insane and easy to implement), Insightful (no idea what "additional information here and here" would be but could be fun), War of the Worlds (could be interesting, people with big armies could still be damaged by people with more culture), Disarm (no description but we guess what it would do, "Double strike" too maybe), Phoenix Rising (sounds interesting too, especially if it could allow an army that would normally be completely be destroyed, to still come back home with a few units and the Colorado stripes it earned), Egghead (good additional science points, I don't know what would be the exact differences with "Economy of science" though), and Golden Horde (I'm thinking mainly that it would be good with stealth attacks since, unless enemy hero is in catacomb/subway, it's unlikely that the hero would be in the attacked town, and thus it could make attacks with stealth fighters/special agents decent because right now they are terrible). So as you can see, you can do a lot already, just like you did years ago with enlightened, whirlwind etc, you can make a lot of perks without doing all of them.
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Anonymous
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Oh nevermind about golden horde, I noticed the fact that it works if the enemy has no hero but not that you also need to bring your hero, which isn't cloaked (but maybe another perk or item could make him invisible, some kind of "Invisibility cloak" ? Gloves could then also increase the damage of bombs dropped by stealth bombers without revealing the attack like right now).
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Anonymous
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Maybe you can also make perks that Reduce by x% the building speed in hero's town and other things that artifacts already do, after all both artifacts and perks can already give science, resources and culture, so why not other things too.
Edited -1 second later by Anonymous.
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This post created by ignored player and thus hidden.
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Yes, I plan to implement major part of those in the next update
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Oh nevermind about golden horde, I noticed the fact that it works if the enemy has no hero
Are you sure? I don't think I have implemented that perk
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Anonymous
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Oh nevermind about golden horde, I noticed the fact that it works if the enemy has no hero
Are you sure? I don't think I have implemented that perk
Yes it's not working, I just meant the description says that you need your hero while the enemy shall have no hero. By the way, I though again about the "additional information here and here" and it made me think about this simple idea: being able to enter someone else town just like you can with a location where your hero isn't, that is, you can select everything but not modify anything, to see what's being upgraded, if there is an architecture almost done here etc. Since that would be very powerful, it would need a big cooldown and spies could detect or even prevent this, and maybe it should also give an alert 1 hour before it happens so the target have time to make spies to counter this or suddenly make towers to make the town look not so weak etc, though obviously if that 1 hour warning would happen while target is sleeping it wouldn't help much.
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Anonymous
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Yes, I plan to implement major part of those in the next update
I forgot to say that I'm very glad about that.
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Anonymous
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I don't know if this should be as a perk or for everyone, but it would be interesting if when plundering/pirating (and maybe onslaught/heroic onslaught/guerrilla too) we could target which resource we want to plunder first, just like we can target which type of buildings we want to destroy first with destroyer units. Right now it seems that the way it works is that if there is, say 1000 food 2000 lumber 3000 stone and 4000 iron in the town and you have a capacity of 1000, you will get 100 food 200 lumber 300 stone and 400 iron. But anyway, it's quite weird that as long as the target is online, he can just move out all his resources to other towns while the army is snailed, making plunder attacks quite useless, at least with an onslaught attack including some destroyer units you're sure to do some damage and get some xp, and if the target wants to avoid losing buildings he has to use his units (and killing them gives additional xp), with plunder attacks I've seen people moving both resources and units out so nothing happens. Being forced to bring some destroyer units ruin the high speed of horses too. An alternative is to plunder with cloaked units but (not even so)efficient ones come very late. Onslaught can also do nothing if you send no destroyer units, as then the target can also just move out resources and units, and if he has no tower/wall, siege units won't even make a difference, but maybe it's quite mandatory to have some destroyer units, but then in stone age (and you made a recent update to make early ages great again) it's impossible to do an attack that does anything, this until late in classical age when catapults are researched and made, which takes about a month. Also: with an onslaught attack, the army leaves only once destroyer units used their charges and there is no more units to kill, but if there is resources left to plunder, the army will stay to plunder it only if there is nothing left that still damages them, even a single level 1 watch tower is enough to scare them. Conversely, with plunder attack the army will leave once some percentage of the army is dead even if there is still a lot of resources to plunder and almost nothing is still hurting. So, again as a perk or for everyone: could you add another type of attack that would basically do both at the same time ? That is, destroyer/siege units work and army is staying until there is nothing left to plunder or kill.
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