JF: Unit Design, Production and Maintenance

Gameplay: Journal Feedback

Note: This is some idea feedback that was inspired by reading the journal of the game. I currently never played the beta yet.

This thread talks about unit design and production. Most of these thought are based according to what I have seen in the journal picture and my game experience with master of magic.

One of the problem I had with master of magic is that creating and army takes a huge amount of time making it very hard to react to a declaration of war. I remember placing 3 cities building units in 3 turns which took me 9 turns (9 month in game play, to build an army). Then you had to move your unit to destination which took a few dozen of turns (another 2 year) to finally start attacking your ennemy. But you also have to think about replacing casualties and make sure they would catch up your front army in time. ANyways, here is what I propose.

Training time: First I suggest that all units, what ever their strength has a training time of 1 month. Optionally the player could train them an extra month for the unit to gain an extra level of experience if you support experience levels.

Experience: Experience system should be managable by itself. I hate in Civ IV the new abilities allowing you to micromanage each unit you produce. If unit gain experience after time or battle and it gives it "to-hit" bonus, that's fine with me. But I don't want to manage the level upping of each of my units. Else I would rather have no exp and only give exp to heroes.

Parallel Production: You should be able to train units and produce buildings at the same time. It's Ok that the unit training eats a bit of your production because you need to produce the equipment. But it should not prevent you from making buildings. So you should have 2 queue: units and buildings. Units like catapults would require more production points since most of it is machinery. Stonger units should only get an higher gold maintenance.

The way I would do the math is that a unit need a number of production point which is pretty low. If a small city does not have the minimum to build the unit (or at least twice the required value would be better (ex: need 20 points to build a 10 point unit)) the city cannot build the unit at all. Else you reduce you production level by the points required by the unit. For ex: if you have 30 production and the unit requires 10, you production levels drops to 20 which will be given to your building in production.

Predesigned Units: Designing unit is fun but it should be done outside the game especially for multiplayer games because it adds a lot of downtime to the game if a player design a unit. Else you could give the option to players to design their units after they have pushed the "next turn" button and waiting for the other players to finish.

Movement: Unit movement in MOM is very long. For master of magic, I would have speed up the units to:

Infantry: 2 square

Cavalry 3 square

Flying Infantry: 3 square

Flying Cavalry: 5 square

In age of wonders, they had the idea of placing an high value on movement which makes it easier to divide and multiply. For example, I think Infantry moved by 24, and cavalry by 36. Each type of terrain consumed a certain amount of points giving you more variations and preventing you to deal with half points.

Personnally, I really prefer point to point movement like in Koei style of game (Romance of the 3 kingdom, gemfire, etc). The only problem with a game like MOM is that the map is built during the game, so the connections are created during the game.

 

 

 

 

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Reply #1 Top

I WANT to micromanage the level-upping of my units ... more fun for me ... and by that I mean MOAR FUN FOR ME!!! YAY!!!

I wouldn't mind if levelling up simply gives a slight all around bonus to all stats, kind of like in the total war series (therefore an experience upgrade surpassed a simple armor upgrade, although 2 armor upgrades and a weapon upgrade surpassed an experience upgrade) although if I can be a little more specific in the levelling ... say +2 defense skill or +2 attack skill or +2 arrow defense or +2 movement  or +3 morale or +3 stamina or +2 health or +2 dexterity/evade/to-hit (perhaps included in defense skill and attack skill), or +2 damage potential, or +1 armor class (somehow), or +1 magical defense.

I'd like to get to choose what kind of bonus I want for my unit (as a group), and if they need to rest/camp the army in order to gain the bonus (complete the level up) thats fine. If its in addition to a tiny bonus (+0.5) of each stat (especially health, morale, and stamina), then thats cool. If it ends up being replaced altogether by +1 or +0.5 (depending on the stat), then I suppose thats okay too. Next question is how to handle experience, although I think handling it wholly as the one unit, indivisible, might be the best way.

As for movement, I kinda hope their aren't squares and its simply a speed value ... however if it is square I suppose that is fine too. Anyways, all movement values just divide by 10 to get the square move values (approximately).

Infantry move-speed of 10

Cavalry move-speed of 30

flying infantry- speed of 20 (or 15)

flying cavalry- speed of 40 (or 35)

Dragon- speed 25

Dragon in flight- speed of 40

fastest creature in game- base speed of 60 (or 50)