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Post by Majo on Aug 5, 2020 18:03:48 GMT
Hello,
while playing the Suebians, I saw, that the deployment-zones can be very distant; to reach the enemy, you have to walk for 5 turns or more (if the enemy is not advancing very fast) before the action begins(which is not very interesting); I think the best distance is 2 riding/ 3 rounds walking distance between the deployment-zones; you can develop your units and then the fighting starts.
Sidequestion: Why every tribe has it's own deployment-area ? If there are 20 tribes planned in the game, I think it will be quite difficult to handle. I think it is better if there is "defender" (in the center of the village/ on the street) and 8 (N/ NE/ E/ SE/ S/ SW/ W/ NW) deployment zones for "attackers"/ "reenforcements"/ "backups" (15-20 sqares away form the "defender"-zone), but I think the zones should be by function and not by tribe.
Best regards
Majo
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Post by GS_LuciusCastus on Aug 5, 2020 23:48:31 GMT
Hi Majo.
Our intention was roughly 2-3 rounds for galloping units, 7-9 for infantry units without running, considering the enemy remains immobile. We believed this number poses enough time for good positioning for players. We tried this update to quicken the AI commands, but it seems it didn't work well; we'll try another round to see if it works best. There were some complaints about distant deployment zones in the past, this new map specifically and the Suebians. I'll try a little closer and tomorrow should be a little better.
Every tribe has its own deployment area for now; the intention is to standarize it later on. The area you are deployed is changed according to many factors; today, each tribe has their own deployment zone as means to show players you won't always use the same zone.
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Post by GS_LuciusCastus on Sept 23, 2020 22:10:15 GMT
Hey, we brought the deployment zones closer, did it improve this issue?
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Post by Majo on Sept 26, 2020 16:42:38 GMT
Yes, now it is much better (in my opinion)
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