[Balance/Idea] Designing Units With Traits

Edit: I just realized that the Warfare tree does have some traits. But I only found out by looking at the XML.  ^_^'

 

The trait system rocks. It is the gooey center of the tactical combat system. I of course would like to suggest a few ways to better integrate it into the rest of the game. 

When designing units at turn one I have the trait options for every factions' unique units and as of turn 400, I have gotten most all of the Warfare Tree's traits without notcing. This really doesn't fit into the style of the rest of the game. Every human will most likely realize that using all three trait slots is going to make regular troops much more powerful. So, because we want them so bad, you should not give them to us. Withhold from us what we love so that we keep coming back for more. Simple onemoreturn philosophy. 

When I, the hardcore TBS gamer, look at the Warfare Tree I see the weapons/armor first, the logistics second, the buildings third. I notice that you get more from researching weapons and some of those even give you buildings. They are the most expensive techs, but they will give me more benefits when I include all the unique loot and gold to be had from adventuring. Then logistics. This will let me build larger units and have more in my army. These are relatively cheap, a good thing to get after I am already adventuring with my first army. Buildings come last and only after my army is away destroying the competition. I call that tier one. Tier two utilizes what I have build/researched while they were away. Tier three repeats the process. 

I would propose that traits should be taken away from the beginning and scattered about the tech trees. Logistics techs should unlock most traits and buildings should increase the maximum number of traits each unit can have. Logistics is training. Organization and experience should lead to a trait. Some should be faction specific. No sharing means each faction is unique. Unique means replayability and faction characterization. Some should come from random buildings. Some should come from Civilization techs. The more traits are spread out among techs, the more my faction feels unique. But what is the overall effect on the game?

 

Civic minded nations will have hardier, cheaper, and multipurposed units. Warfare minded nations will have special attacks, tactics, and bonuses to attributes. Magically minded nations will have fantastic abilities, spells, and shiny particle effects. 

Please post any ideas on new traits or where you think a trait belongs in the tech trees. 

7,593 views 8 replies
Reply #1 Top

I completely agree here. I love the traits, and would like to have them peppered amongst techs. It'd make me feel like I am progressing. Er, not that I don't from other aspects of the game. :)

Reply #2 Top

I would suggest further that some traits only be available on hiring a certain champion or doing a certain quest or perhaps having a special location within your territory.  This would further prevent a prefabricated research strategy.

Reply #3 Top

I think that these are great ideas as well, both from the OP and DexCisco.

Not that I've played the beta yet, but still.

Reply #4 Top

I love this idea.  Even my extremely turtlish city-building nation can have advanced, specialized units.  Under seanw's system, I'd have to pay a fair price for my research and economy focus: fewer traits to choose from until I actually focus on the warfare tree.

Reply #5 Top

Starting with only one trait slot and working towards four in the endgame seems a better balance to me. The ones that are in the Warfare Tree are hard to notice. I only realized they were there by going through the CoreAbilities XML. 

What is perfect?

-The Traits are gained mostly through technology.

-The Traits are meaningful and allow the player to make interesting choices.

-Each faction seems to have a set of traits that work better for their natural abilities.

-I am thinking about making a T-shirt with my own traits on the front and a list of negative ones from being defeated on the back. 

 

What needs work?

-The UI does not do a great job of showing me what traits I will get from each tech. The tooltips should freaking scream them at me.

-It feels as if there should be some more faction specific traits that one starts with. I want to it say Tarthan Bow Training (+3dexterity).

-Traits should be present to some extent in all three trees. Civic duty should allow for better defenders. Enchantment should allow for Bless (+1 to Spell Resistance to every unit in army (Stacks with each unit in army)).

-<Attribute>AdjustArmyStat</Attribute> should stack with all other units in the army. You currently need to be the leader for this attribute to work. ex: From somewhere in the Civilization tree you would get the trait, Shield Wall. It would give you +1 Defense for every unit in your army with the trait. Currently it is in the Warfare Tree and only works if that unit is the army leader. 

-Army Leader should be a changeable option. If you don't like each unit's <Attribute>AdjustArmyStat</Attribute> stacking, then let us choose which unit is the leader. I would rather you just add <Attribute>AdjustLeaderStat</Attribute> to the game, but that might be a headache. 

-Giving a unit Stoneskin should give the unit gray skin. I realize this one is a pipe dream, but it would really freak people out that you guys are that in to the fine details. 

Reply #6 Top

Also not being in the beta as of yet, these sound like fine ideas.

Reply #7 Top

How about some traits being tied to a hero that has leveled up and gotten a skill that allows him or her to teach that trait? Would give a way for you to have "general" or "warlord" type heroes who could provide special traits to their troops.