Well yes. But without Knights, Bloodlines, Husbandry or anything on legs that can move faster than 1.3 tps except starting scout.
Try to add a new effect for Medical Corps while maintaining the existing effect.
When the maximum health of a friendly unit healed by the Monk is over 100 HP, the Monk heals 2.5% of the maximum health per second instead of 2.5 HP. This allows Monks to heal units with a maximum health of over 100 HP like healing a 100 HP unit, which takes just 40 seconds for fully healed. For a 250 HP elephant being healed by a Monk, it can recover 20/60 + 250/40 = 6.583333 HP per second. If needed, the standard of the maximum health can be adjusted up or down for make the units with a maximum health of over the standard could be healed as fast as a unit with a health of the standard.
I had initially tried to move medical corps from a unique tech to civ bonus. But then the discussion started going in the direction of making Dravidians an elephant civ. Dravidians are an infantry and naval civ. So Medical corps had to go. Most are of the opinion medical corps is not useful for castle age and its true. Even if it was healing all military units, players will micro and damage a single unit which renders medical corps useless. Poles healing bonus for Villagers is acceptable since they will be working while being healed. But we can’t leave military units to heal. That would be losing value like an idle villager.
Dravidians don’t get any unit discounts now. So the re-work was focused on improving economy to produce full priced trash units. The new castle age unique tech ‘strike corps’ was to prevent a Knight-raid to death by allowing faster pikes to catchup. If it was too much of a creep, we can swap ‘woots steel’ as a castle age tech and ‘strike corps’ as an imperial age tech. But mobility really matters in castle age when player is taking control of map. Most Dravidian players don’t get more relics than opponent because they don’t make stables to produce light cav to kill monks. So Dravidians are always going to be behind in some way or other due to lack of mobility. So Dravidians need ‘strike corps’ in castle age.
Interesting set of changes, especially the charged armor mechanism and inability to recharge while attacking. This makes sure a group of urumi survive till they start doing damage. High food cost prevents any early castle age spam and decent gold cost prevents endless spamming in the imperial age. This is a urumi swordsman that’s actually unique, useful and a better unit to go for in a lot of situations compared to champion or halb as Dravidians.
Thank you. Your feedback helped a lot.
Urumi sword was a weapon of choice to fight multiple opponents. It was primarily used by skilled martial artists as a self defense weapon. It took years of training on other weapons and only the most proficient were trained on the Urumi steel blades. So AOE2 Urumi unit should be very good at defending themselves. Either they should be heavily armoured or have some kind of shrivamsha shield. The flow movements themselves provided evading tactics to the urumi. In this current version, I’ve made the charge bar a proxy for Urumi self-defence capabilities.
This version is a conservative re-work of the urumi swordsmen stats. The current stats have been maintained as much as possible. The primary changes are @casusincorrabil idea of a higher rate of fire and no armour increase. The previous idea of a proxy self-defense mechanism and @Pulikesi25 idea of a speed boost by 0.1 tps:
Attack rate:
- Rate of fire is increased to 1 effectively doubling damage.
Charge bar works like Srivamsha shield:
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The Charge bar of urumi kinda also works like a Shrivamsha Shield in addition to calculating time for charge attack trigger. The charge bar absorbs damage at the same amount it may deal to the enemy unit.
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Enemy attack on Urumi both melee and Pierce will reduce charge attack bar first before reducing Urumi’s real health bar.
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Only When Charge bar is full, urumi can do charge attack.
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For charge bar to recharge, Urumi should not be attacking. Charge bar pauses immediately when Urumi attack animation starts. It only recharges when moving about, patrolling or standing still in no attack mode and not attacking.
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For Normal Urumi, Charge attack bar also provides health of 12 hit points which is same as charge damage effectively changing health to max 67 when trained and deployed from castle. For Elite urumi, Charge attack bar provides a health of 15 hit points the charge damage as it is currently effectively changing health to 80. The cost have been adjusted accordingly.
Training
Cost : 85 Food 25 Gold [**CHANGE**] Increase food by 20 and Gold 5
Training time : 12 seconds [**CHANGE**] Increase time by +3 sec
Statistics
Hit points : 55, 65 (Elite)
Melee Attack : 8, 10 (Elite) same as now
Attack bonus : +2, +3 (Elite) vs Cavalry [**CHANGE**] (Changed from Eagle)
+1, +2 (Elite) vs Siege [**CHANGE**] (Changed from Building)
Rate of Fire : 1 [**CHANGE**] (Changed from 2) 100% faster
Melee armor : 1
Pierce armor : 0
Armor class : Infantry, Unique unit, Eagle Warrior [**CHANGE**] (Added Eagle Warrior as armour class )
Speed : 1.15 [**CHANGE**] 0.1 Buff
Line of Sight : 3
Ability : Charges its attack by 12 (15 Elite) damage over 24 (20 Elite) seconds and
dealing a blast attack of 50% strength in 0.75 tiles radius.
[**NEW**] The charge bar is also a damage avoiding bar.
[**NEW**] The charge bar recharges only when Urumi is not attacking.
[**NEW**] Once charge attack is made on enemy unit, the bar becomes empty.
Unit evolution : Elite Urumi Swordsman
Upgrade cost : 900 food, 450 gold
Upgrade time : 45 seconds
I’ve made the charge bar a multi-purpose utility of giving the Urumi some damage absorption capabilities.
Urumi get bonus against Cavalry and Siege. This helps players know what units to use the Urumi against.
Urumi get bonus damage against Knights, With the changed rate of fire, the urumi still maintain their soft counter capabilites vs Knights.
Urumi with their high bonus damage vs Siege. They are a hard counter for Dravidian weakness against Siege in castle age.
The zero pierce armour is a problem. But mitigated a little by the extra HP which recharges when not attacking. The calculation comes out to the effect of 1 pierce armour. So the cost increase by 5 gold.
The unit is expensive by 20 food. So its not easy to mass in castle age. But can be a good win condition in imperial age.
The charge attack is not so snowballing since urumi costs and training time has increased.
Dravidians get a truly unique counter to Knights and siege in castle age with this design.
If you see the figures on column J and M, Urumi with charge defeats Knight line. But without charge, column M vs O, urumi gets killed. Urumi will soft counter Knights because of resource difference. They will always win 1vs 1. But lose to cavalier 1 vs 1. Thus a counter in castle age.
Woots urumi or Elite Urumi will eat up cavalier which is logical due to the huge difference in upgrade costs.
Palladin however will overcome Elite urumi with Woots. Thus restoring balance of resources and gameplay.
Urumi and Elite Urumi can take out a mangonel and Onager even if a knight tries to stop urumi. K and P column values which represent number of hits to take out mangonel and onager are always less than number of hits Knight\cavalier will take to Kill Urumi. So they hard counter siege.
With the addition on Eagle warrior armour class, we can see all civs can counter urumi with champion line like Eagles get countered. Eagles will not be of much use 1vs1 or as protection to Siege.
This re-work is based on interaction with @filtercoffee488 @Zelley00 @Ifavorwining @LinedJoker18896 @UnwariestRobin3 @casusincorrabil @UpmostRook9474 @SirWiedreich @Nerathion etc. Please share your feedback on this Urumi 2.0 re-design.
Nice concept, I like this design. Units that get hit in the battlefield either die or deal mediocre damage while the ones that didn’t take much hits deal the charge attack. If the recharge rate is sufficient enough it adds a lot of value over militia line for the designed stats. Overall a nice power unit to transition from ranged units in late castle age.
Overall, I like it. But, I don’t think you should double the attack rate while keeping the charge attack. Remember, it still has wootz steel. Also, Samurai is meant to be the fastest attacking melee unit. Additionally, I think urumi should get eagle armor since this change makes it more like eagles.
The charge attack would rarely happen with these changes since the charge bar will decrease as Urumi comes under enemy fire. Charge attack will happen only if the bar is full. The code re-writing will be higher to remove it and charge attack gives a nice attack animation.
If you look at the graph column J vs Column O, charge attack helps kill Knight. Without charge, regular Urumi dies to knight. So there is a balance. Its easy to do a charge attack when in home base. But difficult when going on offense. So Urumi gets the role of a very good defensive unit against heavy cavalry eco raids.
Maybe its time that changed. please see this video at 35 sec link. Urumi does 2 consecutive quick strikes in melee attack. The changes are inline with the actual technique. Even the animation is not hard to implement. This other 1v1 fighting game has done it well. please check the video link.
Tried it. Giving eagle armour class makes for an interesting case. Urumi kils 2-handed swordsmen with charge and Two handed swordsmen kills Urumi 1vs 1 without charge. With upgdade, the role reverses. I’ve updated the main stats image with Urumi vs long swords stats. They hard counter Urumi now. A solid push against Urumi producing dravidian player would be Onagers protected by Champion wall.
I’d much prefer if long swords got same bonus versus unique units as Eagles. But thats a different topic.