BBC and CG can fire from 1 less range and will be less vulnerable to melee units and fire ship respectively. Houfnice with this TB might be broken. But I want to see it first.
Honestly feels like you can remove all minimum range from (generic) gunpowder and they wouldn’t be op. They’ll still be good against the same units and bad against the same units.
Only exception I can think of would be bombard cannons vs rams where even if you catch the bombard cannons out of position with your rams and get close you still wouldn’t be able to kill them.
Another Tarkan mechanic idea here, inspired by the siege mechanic in AoE3.
When Tarkan is attacking a building or ship, its attack will have range (maybe 2 or 3).
You can see when they are waving the torches in their hands, the torches will be thrown on those wooden things, burning blazingly.
If it is technically impossible to change statistics according to different targets, another method may be able to practice this idea.
Let Tarkan have two modes: melee and siege.
When in melee mode, they will have a normal (or even better) rate of fire instead of the current slow one, but lose their attack bonus against buildings. At this time they will fight with sharp cold weapons such as swords or spears instead of torches.
When in siege mode, they won’t get an improved rate of fire and have a very low attack stat (perhaps 1), but have a melee range (perhaps 2 or 3) and their iconic attack bonus against buildings. At this time their attack animation will be waving the torches as it is now, with torches as the projectile.
Switching between modes may take time in order to avoid breaking the balance. The waiting time for switching can be displayed through the charging bar.
They’ll still engage ranged units from far(11 range( and ranged units will engage them from far too (8 range). They’ll still die to melee units due to very slow fire rate and -ve melee armor. Rams aside their engagements should all be almost the same. They’ll just get slightly more value before melee unit wreck them.
I may be wrong but I don’t see them being stronger than torsion engines and especially houfnice.
Even if op, there’s a lot of leeway, why reduce bombard canon minimum range from 5 to 4, go to 3 or 2 or something and make it a civilisation bonus or it.
Would it be balanced and fun if monks could heal siege weapons, buildings or ships?
If it’s not an UT but a civilization bonus, some restrictions may be needed, such as 50% of normal healing speed to keep it slower than repairing, or a target can only be healed by one monk.
It could be balanced, I just think it’s weird thematically, especially monks healing buildings. Monks healing siege is already partially represented by Armored/Siege ele civs, which gives them another interesting distinction from ram-line. If we’re going to have buildings/siege healing without cost, I like what others have already suggested in this thread of making it a passive UT or civ bonus, rather than involving monks, which even by AoE2 standards doesn’t feel realistic.
What percentage do you think would work well as a team bonus then? 2%? 3%?
+5% archer movement speed is a pretty good civ bonus. Celts and Cumans get +4.5% movement speed after upgrades, and that’s a pretty strong bonus on Spears and Paladins respectively.
+1% movement speed would be enough to make disengaging less costly and to make it more costly for the opponent to retreat.
Britain xbows with +2% movement sound scary. (I don’t know for sure how good it’d be, but it sure sounds scary.)
And the point of it being a team bonus is that you would see Britain&Mayan archer units with +X% movement speed.
+20% production on archery ranges also sounds insignificant, but in practice it can be very significant.