(September 11th, 2016, 08:40)zitro1987 Wrote: Radical proposal for 3.0: eliminating the quickly-obsolete spearmen (making bowmen/swordsmen the tier-1 units). This opens up various slots that stay more relevant beyond the very beginning of the game. Examples:
_Halfling halberdiers
_A barbarian unit with immolation
_Gnoll Assassins - ranged poison units
_A fighter's guild klackon melee unit that burrows ('merging')
_A melee unit with 20 caster
_A fighter's guild melee unit with a resist-or-die (most likely stoning) ability
_High Elves priests
Interesting idea. The AI is forced to produce Smithy first anyway so they won't be affected by this.
The human player on the other hand...spearmen are useless in combat but I produce them often anyway
-To reduce unrest
-To send into lairs for scouting the type of secondary enemies
-To have something in the city so that I can defend myself with spells in emergencies
-And as a spell based tactic to start combat, like cast 3 Fire bolts per spearmen used up until the enemy is all dead.
However...this doesn't rule out the possibility in one case. If we add a race neutral unit that takes on the role of the Spearmen then we can have something for each race, yet still have slots for 1 new unit per race. Except I don't really have a good idea for a mechanical basic unit .
About the specific ideas :
Halflings not having halberdiers is an important trait of their race and I want to keep it that way.
Barbarians having magic spells on them is not suitable for the race at all.
Gnolls are a race with no ranged units, that's kinda the point. I fail to see why a race of superior melee wolf people would use poisoned arrows. Assassin sounds more like a High Men or Elf unit to me, though they don't really need it.
Caster 20 melee unit sounds interesting. Melee isn't very elf-ish though and the other arcanus races are not very magical. I suppose beastmen could be one but they already have magicians and a very large selection of units. Would make sense for Dark Elf but then they'd be ranged anyway because of the race...
Stoning/Death on a normal unit : big no.
High Elf priests : I like them not having one. I mean, elves should be a race weak to corruption I believe, traditionally pollution angers them a lot.
Merging klackon : This would be nice. It defeats the purpose of being a race with no ranged capability unfortunately.