I have two ideas considering the stance options of a unit:
- Have a button in all military buildings that enable the default stance (aggressive, defensive, … ) of the units they’ll have when being created.
->That way, when a series of military units are created, it is not necessary to change their stance individually anymore. Especially when distant spawnpoints in enemy areas are activated, this new feature makes it easier to avoid loosing track of your units.
- Have three new buttons in all military units among the ones mentioned above that determine their energetic attitude, which include the following:
•Passive to Buildings: The unit will not attack enemy buildings but only enemy units.
•Monk Search: If having less than 1/3 of its original hitpoints, the unit will automatically go to the next monk (regardless of its stance (defensive, offensive, … ), its original task and its distance to the monk). If there’s no monk to go to, the unit will enter the next accessible building.
•Remain Aloof (for units with range attacks only): if the unit is attacking, it will move away from the enemy unit before every shot until it has a distance of 3/4 of its maximum range (Similar to the minimum range effect of a skirmisher for example).
They may be activated/deactivated independently of each other.
->With these new features a lot of military units will get a new point of view. Especially the last two will make it easier to manage the unit control which would be done automatically by an AI. The Monk Search will make a unit more significant and will put a stop to paing too much for new units. The Remain Aloof will avoid letting your archers being slaughtered just like that and create a new danger of cavalry archers.
Being an experienced player, I have already put a lot of thoughts to this. I’d be glad for an answer, questions and other pros and especially cons. I hope you consider these ideas and let me know, if this will be possible to put through for the next update.
- Have a button in all military buildings that enable the default stance (aggressive, defensive, … ) of the units they’ll have when being created.
->That way, when a series of military units are created, it is not necessary to change their stance individually anymore. Especially when distant spawnpoints in enemy areas are activated, this new feature makes it easier to avoid loosing track of your units.
- Have three new buttons in all military units among the ones mentioned above that determine their energetic attitude, which include the following:
•Passive to Buildings: The unit will not attack enemy buildings but only enemy units.
•Monk Search: If having less than 1/3 of its original hitpoints, the unit will automatically go to the next monk (regardless of its stance (defensive, offensive, … ), its original task and its distance to the monk). If there’s no monk to go to, the unit will enter the next accessible building.
•Remain Aloof (for units with range attacks only): if the unit is attacking, it will move away from the enemy unit before every shot until it has a distance of 3/4 of its maximum range (Similar to the minimum range effect of a skirmisher for example).
They may be activated/deactivated independently of each other.
->With these new features a lot of military units will get a new point of view. Especially the last two will make it easier to manage the unit control which would be done automatically by an AI. The Monk Search will make a unit more significant and will put a stop to paing too much for new units. The Remain Aloof will avoid letting your archers being slaughtered just like that and create a new danger of cavalry archers.
Being an experienced player, I have already put a lot of thoughts to this. I’d be glad for an answer, questions and other pros and especially cons. I hope you consider these ideas and let me know, if this will be possible to put through for the next update.