2007-12-13, 01:39:08
You have a point, helping the trader at start is difficult to balance. trade efficiency only makes it far better to trade in end games.
Talking about trade rage, if you want to add a extra visible ability, where did you intend to put the ekstra button? (you only have 5 buttons, you can't have 6, since the sell ability!) Only solution here is to hide outrun, but I think that would be stupid. Or else you somehow put a secret button when you click on the trade post, a secondary dummy structure will instantly be selected and you could choose ability on this one?
About Contracting/Monopoly idea, the timeout could be reduced if there is no enemy trader present, but not so low, that you cannot finish a trade circle, perhaps 3 min. Some time at least. If enemy attempt blockades trade posts, you might slip though with your skills, but you're in danger in getting killed, which is worse (if death should reset the monopoly).
But if you die, you lose precious time, and might as well having difficulties with retaining monopoly with time pressure and enemy presence (If death wouldn't reset monopoly).
______
But the way trading was in 8.04, it was a good start for trader (cuz mid posts gave 2 wood), but at late game, the trade sort of lowered, cuz the outer posts had relative low cost goods (even those on best side for trade), compared with those goods in current versions. But as barely I remember, I think trade posts were close too. I'm not sure about development curve for trader, but I think it's sharper now (bad at start, quite imba in long games)
The only way to really fix the traders problem at getting started, is to
rework the trade rewards a little
OR
make a special skill that balanced it (im not sure the ones I suggested really do)
OR
actually increase the traders speed (cuz you made him tinker slow at start, which also contributes to slow start). You have the speed item which gives 150 speed boost, which doesn't change the curve so much when it has the item. 250 + 150 = 400. also 270 + 150 = 420. There is only 20 in difference. Low speed does cripple much at the start. High speed doesn't have that significant difference.
___
Back to monopoly idea
I also thinks that monopoly idea works bothways.
But I assume a good skill solution is that you would try now to make a better start for the trader?
Talking about trade rage, if you want to add a extra visible ability, where did you intend to put the ekstra button? (you only have 5 buttons, you can't have 6, since the sell ability!) Only solution here is to hide outrun, but I think that would be stupid. Or else you somehow put a secret button when you click on the trade post, a secondary dummy structure will instantly be selected and you could choose ability on this one?
About Contracting/Monopoly idea, the timeout could be reduced if there is no enemy trader present, but not so low, that you cannot finish a trade circle, perhaps 3 min. Some time at least. If enemy attempt blockades trade posts, you might slip though with your skills, but you're in danger in getting killed, which is worse (if death should reset the monopoly).
But if you die, you lose precious time, and might as well having difficulties with retaining monopoly with time pressure and enemy presence (If death wouldn't reset monopoly).
______
But the way trading was in 8.04, it was a good start for trader (cuz mid posts gave 2 wood), but at late game, the trade sort of lowered, cuz the outer posts had relative low cost goods (even those on best side for trade), compared with those goods in current versions. But as barely I remember, I think trade posts were close too. I'm not sure about development curve for trader, but I think it's sharper now (bad at start, quite imba in long games)
The only way to really fix the traders problem at getting started, is to
rework the trade rewards a little
OR
make a special skill that balanced it (im not sure the ones I suggested really do)
OR
actually increase the traders speed (cuz you made him tinker slow at start, which also contributes to slow start). You have the speed item which gives 150 speed boost, which doesn't change the curve so much when it has the item. 250 + 150 = 400. also 270 + 150 = 420. There is only 20 in difference. Low speed does cripple much at the start. High speed doesn't have that significant difference.
___
Back to monopoly idea
I also thinks that monopoly idea works bothways.
But I assume a good skill solution is that you would try now to make a better start for the trader?