Hello,
It should be more fun and logical if building in construction can be destroy faster than fully built building.
(And building armor is consider on building in construction).
If the attack on unfinish building is 50% higher it would be better.
With this improvment, it will be more logical, increase the agressivity of players and defense planification.
Oh well. Back to easy AI level of walling (no walling).
On top of that, would we consider removing walls and related upgrades from all civilisations? It would only exist in arena/fortress/hideout and campaign, much like those fortified palisade walls.
This is definitely a drastic change. I just personally like removing the source of the problem to solve it. But oh wait a sec…buildings can be used as a wall. So remove houses? Military production buildings?
Ok, idea scraped. I post this for entertainment value.
All I can hope now is for byzantines not losing its identity.
I think you don’t understand. What I suggest it’s building in construction need to be more damage by unit that fully built building.
For example:
A tower (feodal) build at 25% hit by a galleon lost 9hp and when it’s 100% build also 9hp
A house(feodal) build at 25% hit by a galleaon lost 10hp and when it’s 100% build also lost 10hp. (Galleaon because it’s easy on editor to test that)
If you build wall, you finish them to be stronger. If you want to wall with house, stable… you still can but if you want to haven’t a weak protection, you finish to build it.
4 man at arm destroy an house in 55sec
1 villager build an house in 25sec
There’s something off when a rewall with a quarter-built house/market/whatever commonly and instantly shuts down aggression. I’ve heard the developers scrapped the idea for a Fortified Palisade Wall upgrade because they felt it makes the early game too campy. But the current rewalling and quick walling meta amounts to the same thing. The devs nerfed armor for incomplete Gates already, probably as a test for future quick walling nerfs. I hope armor nerfs for other incomplete buildings arrive soon!
Up vote! Although 50% might be too high. Start at like 20% and see how it goes.
Gates afaik are the only structure that is weaker while being built, for some irrational reason
Like someone obviously realised something being built should be weaker, but wtf Gates only of all things? Why not all buildings excluding walls for example?
Honestly walling meta is fine now. Feudal agression is the norm, walling takes quite the effort and ressources, maps often are not easily wallable. Nefing quick walls will in my opinion rather promote turtling than prevent it.
Right now you can quick wall your vils at resources, so you can play more open in general. If you can’t quick wall, you need to full wall, removing feudal agression again, and lowering the skill ceiling of the game.
Because gates were an extremely cheap option to wall behind palisades against feudal age archers, without them having a chance to deny the wall. The only other building in Feudal, that can do that is the market, which you often do not have the resources for.
I definitely agree that foundations should take more damage, but 50% is a bit too much. I would start by giving standard buildings’ foundations negative melee armor, so they take some more damage. It doesn’t really matter that much for archers, as they can just kill the vills anyway.
I disagree, the effect is minimal. You rarely build behind a broken patch in feudal age. Usually you build behind a patch that is being attacked, being done way before it is broken.
Also you have to consider, that quick walling with buildings is not a feudal only thing. Quick walling with houses against knights in Castle age is extremely common, blocking of paths and resources in your base, so one small breach cant kill your whole eco. Nerfing building foundations will imo have a stronger impact in Castle age, than in Feudal age, significantly buffing knights.
Do you mean excluding stonewalls, or all walls?
Because making Palisades more succeptible to damage, while being build I could agree with.
What you see often is people are full walling, but the enemy arrives before they are done, so they just throw down 10 palisades in a row with a villager, without finishing them, and can stop any breach with that.
Start with a small change of 1 less melee armor for palisade walls, while they are being built, and it could be okay.
Gates are the most abusable type of buildings. They are cheap and allow you to cover a huge gap instantly, or cover a tiny gap while being 4 tiles away.
I can see the rationale of nerfing turtling to the ground to make game much more rewarding for attacking players, and reducing building foundation armor could be a good idea. But at the same time, I dont want to see devs practically removing defender advantage and heavily promoting all kinds of crazy feudal rush and end the game in under 20min most of the time.
I believe dev team knows what they are doing and I am very interested to see how it goes.
A side note, I would like to see dev introduce fortified palisade wall cause that tech is available in castle age and I dont see many people researching it in the game. We have fortified stone wall already right? And not all civs got fortified wall upgrade.
Just patch another thought here. I am not aware that AOE2 is a low eco game. If AOE2 turns into a low eco game where losing even one archer can swing the outcome of the fight, I am not sure how players would feel about it.
But I have faith in the balance team to try their best to balance the game for the better.
I like the idea from a logical standpoint. And I’d support AOE4 having this function. I’m not totally opposed to the change in AOE2, but we’d have to test how much it would change meta.
It would be cool for things like DauT castles, making them much easier to destroy at 95% thus punishing a failed castle drop even more.