I’ve had an idea for this for a long time but never could get an optimized way to do it.
I am speeking about “trapping” farms with piles. There are several ways to do this.
First, it’s important that the prepped farms can’t be distinguished from normal ones - in a way that it’s also not possible to get that via a mod.
Then there are 3 different ways to trigger them. They can either be triggered
a) manually
b) by stepping on them
c) not triggered at all, but instead permanent
The damage can also be dealt as
a) One-time effect (BADABOOM)
b) Over time (decaying)
c) Over time with a limit (not decaying, but the damage output is capped)
Finally the damage can be spreaded
a) flat for each unit affected
b) as a total spreaded over all the affected units
c) as a mix of boht
d) with less intensity for each additional unit (like the first takes 100 %, the second 50 %, the third 33% and so on)
All of these have certain strengths and weaknesses for the implementation.
But why is it countering Knights/ cavalry? Cavalry has the highest health pool per unit. Because the piles trap deals bonus damage to cavalry. Also a bit to infantry, but mostly to Cavalry. Also the other kinds of units are less affected cause you usually don’t cross farms with a bunch of them. Archery type units want to shoot the farms before going on them - and Infantry is usually more used as a macro raiding tool. Meaning you want to spread them over a big area rather than trying to get a bunch of them in through a single hole in the opponent defence. Ofc when you have the option, this is absolutely viable for cavalry aswell - meaning these trapped farms only work in conjecture with well-defended bases: Walled and/or obstacled with buildings so the cav can’t just get in from multiple angles.
And this is also probably the biggest weakness of the concept - cause to use it effectively on open maps you would need to arficially obstacle as much possible entrances to your base, trying to funnel the opponent Cavalry thruogh single trapped gaps. A way to play that traditionally already upset agressive cavalry players.
And as much as I’m of the opinion that these spoiled cav abusers should also at some point take the bitter pill, the reality is that it’s unlikely devs will actually do it. Cause from experience we know how sensible they react if there is only a liitle thing other playstyles get to change the “good established relations” with Knights being the apex predators.
Implementing something that can wipe out entire Knight armys like mangonels and onagers do with archers is a very good way to upset them. Even if it would be their own fault when they run 30 knights through a narrow gap - it’s their natural impression that Knights can be run through this without fearing to be viped out in an instance. Even if this would be only fair as since the game came out Archery type units were in constant danger to be badaboomed - even from distance - it’s not to be made for Knights who in their mind already have at least one to many counter.
One issue I had with the actual design of the traps is the discrepancy in effect vs Knights and light cav. As light cav have a way lower helth pool and are cheaper - as long as it’s not a total damage cap - they will usually be more effected than knights, which isn’t intended.
One way to kinda balance this, at least for the very lategame, is to make the traps cost a healthy amount of gold. But in the midgame this would still effect the light cav way more than the knights.
I’m currently leaning into this design concept:
Pile Trap - cost 30 G, 30 W, 30 s to “tech” on every individual farm
One-time manual use. When triggered damages all enemy units standing on it. The base value is one, but it also deals an additoinal 4 spread over all enemy units standing on it:
(This means when 1 unit stands on it it takes 5 * x, when 2 stand on it they each take 3 * x, four unit take 2 * x damage)
Where x is true damege: 10 base, +10 against camels and infantry, and +20 against cavalry.
Meaning when a single enemy Knight stands on it it takes (1 + 4 / 1) * (10 + 20) = 150 damage. 2 Knighst and 2 Archers standing on it would take (1 + 4 / 4) * x damage. Meaning he Knights would take 60 damage each and the archers 20 damage each.
So with higher numbers the Toatl economic damage goes up, but the units don’t die from a single trap anymore. This is intentional to encourage and revard good reactions and healing up injured units from these traps. In an ideal world at higer elos this is intended to add a dynamic where the attacked player can mostly “buy” some time with these traps to build up a more healthy defence with pikes. Whilst the cavalry player would be encouraged to add monks and Siege to put more pressure on the opponetn, trying to open up some new gaps which aren’t trapped.
Ofc a different question if it actually then palys out in the way as intended.