With the map pool including hybrid water maps, I thought of an idea to make the water gameplay more diverse and microintensive. Age is a complex game as it is, but in water battles, if one person loses initial momentum, it is impossible to win back water in the same age. Their best bet is using demo ships, which is always a gimmick (comparative to mangonels vs xbow - sometimes works, sometimes doesnt).
First and foremost, and I believe this question has already been answered, Are Hills on Water a thing? I am just curious why we arent seeing elevation on water, is it just because it is unnatural? if that is the case, I have an idea.
What if different water terrains would give bonus attack to ships, kinda like hill bonus does? Like on islands, to encourage more warfare in the middle of the sea, what if the water in the middle has patches of deep water, and water near the shore is normal water, and ships in deep water deal +25% more damage to ships in normal water. This will encourage players to sort of utilize the middle of the sea for micro purposes, while also allowing the player who might have fallen behind in numbers to mass again at their docks.
I have to say, the map script has to include spots of deep water near the shore as well though, just to give players that micro potential near their own docks as well (like how a hill near a gold is both good and bad for a player depending on if they get the hill). Otherwise the water game play might become a campfest, like Black Forest 111.
I have some other ideas as well, on both land and water terrains, some of which are already implemented in the game, and I want to know what thoughts do you guys have on them.
The cracked terrains making buildings take more damage. On a map like islands where the neutral islands of gold is of importance in late game, if their terrain is cracked or has a feature allowing ships to deal more damage to a castle or tower on it, it would include an element of high risk high reward (like going into the middle in maps like golden pit or gold rush).
First and foremost, and I believe this question has already been answered, Are Hills on Water a thing? I am just curious why we arent seeing elevation on water, is it just because it is unnatural? if that is the case, I have an idea.
What if different water terrains would give bonus attack to ships, kinda like hill bonus does? Like on islands, to encourage more warfare in the middle of the sea, what if the water in the middle has patches of deep water, and water near the shore is normal water, and ships in deep water deal +25% more damage to ships in normal water. This will encourage players to sort of utilize the middle of the sea for micro purposes, while also allowing the player who might have fallen behind in numbers to mass again at their docks.
I have to say, the map script has to include spots of deep water near the shore as well though, just to give players that micro potential near their own docks as well (like how a hill near a gold is both good and bad for a player depending on if they get the hill). Otherwise the water game play might become a campfest, like Black Forest 111.
I have some other ideas as well, on both land and water terrains, some of which are already implemented in the game, and I want to know what thoughts do you guys have on them.
The cracked terrains making buildings take more damage. On a map like islands where the neutral islands of gold is of importance in late game, if their terrain is cracked or has a feature allowing ships to deal more damage to a castle or tower on it, it would include an element of high risk high reward (like going into the middle in maps like golden pit or gold rush).