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also in game of thrones crows are carrier pigeons, lore fixed
Turns 0-10, only t1 and irregular units available.
Turns 11-20 T2 units make an appearance.
Turns 20 + T3 units show up.
Imho, the extra Cavalry at that stage would be very nice to have, but not game changing.
And you can have your own T3 out by turn 20, if you plan it well, but T3 from Inns would still be useful at this point.
That's actually an awesome idea, good thinking! I think that would be the perfect solution.
You could be painting your own avatar.
<----
That makes it unique.
Or, if lacking in art skills, you could hire someone who can paint their own avatar.
<----
lol
There doesn't always need to be a t3 unit in there, although occasionally to find a hero in there would be nice.
I don't find it disbalancing to find an inn early. It changes the game, but more things change the game, like Convert for Theocrats, which can also give you t3 units only after a couple of turns - level 5 is all they need.
Or haste berries at a few favourable places; allowing you to meet and snap up many towns early game.
Also to start with the ability to summon wisps, cherubs or spy drones makes quite a difference to the early game.
Or on the negative side; you can start underground with just swamp around you and have to spend several turns just to get somewhere.
If there would be an extra defensive unit on an inn, I wouldn't mind that at all, but extra rules like certain units only appearing after a certain turn would not be fun, it would just lead to boring time management. Changing upkeep rules would lead to things like you needing to check which unit originated from where, to keep our inn-born units with you hero that supports them at half salary. That's not interesting gameplay but boring micro-management.
I like this idea, unique merc units would make much more sense, and it would be a lot cooler too.
Though, I'll admit it, the idea is nice.
Some of your other points do make sense, but those are small favours, haste barries at a good position? Nice, but can be abused by the enemy, and at the larger scheme of things, irrelevant.
Starting with reaserched scout spell? Nice, then again Warlords don't have scouts, they use cavalry, which is worst than flying scout, but still does his work, and you also might get a more beneficial and higher tier spell than scout.
Convert is a highly unreliable ability, first of all most T3 units have resistance of 11+, secondly I take it to the account that we're talking about MP games, where all combat vs neutrals goes on auto, I have only witnessed 1 time a T3 unit was converted, and that was on turn 50, where most players are close to finishing their T4 units.
On the other hand, the Inn is the most reliable and 'cheap' way to aqcuire a T3 unit, which with all regards has brings ALOT more profit to the player. It also allows for a very easy tactic of rushing players less lucky to have an Inn near them.
Convert I find quite reliable, by the way, ogres and trolls from farms and ruins give a 60% convert chance, you'll snap a few up in single-player with that. Multi-player is only played by some 10% of players, although that's going by an old poll for AoW before there was AoW III.
The best way to play AoW is to play fan-made maps, I only played them for the previous AoW games. Regretfully there aren't yet any for AoW III, but then it's up to a map maker which units in put in recruit sites. The inn problem is only with random generated maps. We're stuck with those maps now, but I hope the developers won't start to hard-code additional rules for inns that'll restrict map makers in what they can do with them.
There is indeed a balance problem at the moment. I like to start a game with just an outpost, but I'm barely making units from those, as it takes too much resources. I'm almost fully dependent on what I'm snapping up from adventuring around the map, and then an inn - on a random map - is a too reliable and cheap way to boost my army, so I do agree with your observation.
I hadn't even realised the units in inns are replenishing or even growing after an inn is first found, but that is certainly too much.
Adding unique units, what some came up with as an idea, is the stuff of expansion packs. I think this thread is about balancing.