Outpost .. comming change

Stated in last stream:  Outposts will never be attacked by SK and so defensive upgrade will be removed.

I am ok with this (understand the logic), or would be just as happy if the Sk could attack them.

REQUEST:  The visual graphic image of a level 2 and level 3 outpost attack are almost the same.  this makes it hard to quickly tell which of your outposts are "fully" upgraded.  What i have been doing is one defensive upgrade after i maxed out attack.  This put the red spire on top of the outpost making it an easy quick visual that it was compete. 

SO, please do something similar with the final graphic after you remove defensive upgrades

 

5,594 views 6 replies
Reply #1 Top

During the latest stream it was stated that the plan is now to get rid of the defensive line and just stick with the attack line of the outpost.

 

Could it be an idea to replace the defensive line with one general upgrade and a specific sovereign upgrade. The outpost would then have 3 attack and 2 other upgrades. The general upgrade could be determine at the start of the game. 

General upgrades could include:

- +1 ZOC

- Better attack

- Better defense

- reduced movement for enemies

- more movements

- More resources, +1 mining, +1 wheat etc.

 

Sovereign upgrade:

Wizard, Beacon of Magic, +1 essence

Tyrant, Beacon of Power, greater dark tiles conversion (the tile he needs)

Tinker, Beacon of Harvest, occassionally (seldom/rare/not so often) goodie huts working the same way as the skill. However this one is more rare

Priest, Beacon of Light providing better protection of shards e.g. darklings and urxen cannot damage shards, only armies with combat rating of at least 25 can damage shards

Warlord, Beacon of morale, movement (in addition to general), initiative (reflecting a morale boost)

Guardian, Beacon of Nature, healing the land e.g. giving more fertile land, converting from dark/swamp/desert tile to grassland/fertile tile

 

I know that Scott shot the idea of other upgrades in the stream, but you can always hope.

 

edit: changed the guardian upgrade.

 

Reply #2 Top

Quoting thimon2k, reply 1

I know that Scott shot the idea of other upgrades in the stream, but you can always hope.
 

I'll pitch it again, but we're really trying to tighten-up scope from here-on-out  :(  

What I'd love to do is revisit the system post-release and see what makes sense. A lot of the obvious bonuses (attack, defense, enemy debuffs) are now being applied through City spells that affect battles in friendly territory, which is a beefier version of of the very limited "Fighting near this outpost gives X bonus".

Keep the ideas flowing though.  I think Brad talked about 2-3 expansions recently, so there'll certainly be room for all ideas and feedback :)

Reply #3 Top

Can you combine outposts? If you build say 4 outpost, can you then combine them with a 5th outpost to build a really shiny outposts blinding all creatures with a dark heart? (damaging units with 20 damage in a large radius around the 5 outposts). And the graphic could look really cool, something like rays of light going from the 4 outposts to the 5th outpost, and light going from the 5th outposts outward to the area of effect. So. Cool. :)

Reply #4 Top

Then you can charge higher ... rent?  Until SK goes bankrupt, and must mortgage his shards to pay his bill?

Reply #5 Top

So expansions of other minor races being the playable faction, then? PLEASE LET US PLAY AS SWAMP GIANTS :)

Reply #6 Top

Quoting XWerewolfX, reply 5

So expansions of other minor races being the playable faction, then? PLEASE LET US PLAY AS SWAMP GIANTS :)

Not in 1.0. :)