View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0011899 | Skyward Collapse | Gameplay Idea | Jun 26, 2013 6:52 am | Jun 27, 2013 11:47 am | |
Reporter | Misery | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.013 Godly Gods | ||||
Fixed in Version | 1.4 Dawn Hits The Cave Of Monsters | ||||
Summary | 0011899: Add soul cost to myth units | ||||
Description | This idea comes as a result of this thread: http://www.arcengames.com/forums/index.php/topic,13197.0.html If it's so easy to place myth units that you can just use ONLY them and ignore almost every other type of unit in the game, as well as every building not directly related to myth unit costs, then something is probably a bit off. Especially if you can then spam so many of them that you never have to worry about bandits, and never even have to worry about them wrecking enemy towns, because you can simply have the other side spam even more of them for defense. Even with my playstyle I've found that sometimes it's a bit too easy to get these guys. I dont think that changing the way their placement works is the right idea; the player needs to have SOMETHING that they can drop in specific spots, and also it's likely not a good idea to remove or dramatically change such a mechanic that's been in the game since the start, particularly after it's released. So, my idea was, why not just add a bit of a soul cost to all myth units? Wouldnt be a huge cost per unit... I'm thinking, anywhere from 3 to 6, depending on which unit it is. The other costs on them would remain unchanged. This both goes along with the theme of further increasing the importance of human units, and also makes it so that you cant completely spam these guys without also producing high numbers of human units, which are unpredictable and add risk. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Well, let's start with this: * Mythological units now cost a single human soul imprint to place, but no soul imprints to upgrade. ** This introduces a slight human-related cost to the placement of mythological creatures, and places them at odds with the other soul-costing abilities. ** Still, this is a pretty tame cost by design, so that you're not having to have a bajillion humans dying in order to get mythologicals out there. |
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I actually disagree with this change on first impression. I just don't like the idea that this discourages a Mytho only game. I did one game in the past which was pretty much all Mytho that was a lot of fun, so I'm worried about not being able to do something similar now. Just my first impression to the change. I haven't played SC for a while, but plan on really getting into the next build, so I should have a stronger opinion then. |
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I was kind of inclined against this at first as well, which is why I made it extremely tame. We'll see. This might need to be reverted out. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 26, 2013 6:52 am | Misery | New Issue | |
Jun 27, 2013 11:16 am | Chris_McElligottPark | Internal Weight | => New |
Jun 27, 2013 11:16 am | Chris_McElligottPark | Note Added: 0033020 | |
Jun 27, 2013 11:16 am | Chris_McElligottPark | Status | new => resolved |
Jun 27, 2013 11:16 am | Chris_McElligottPark | Fixed in Version | => 1.4 Dawn Hits The Cave Of Monsters |
Jun 27, 2013 11:16 am | Chris_McElligottPark | Resolution | open => fixed |
Jun 27, 2013 11:16 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jun 27, 2013 11:43 am | Pepisolo | Note Added: 0033021 | |
Jun 27, 2013 11:44 am | Pepisolo | Note Edited: 0033021 | |
Jun 27, 2013 11:47 am | Chris_McElligottPark | Note Added: 0033022 | |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |