Nouvelles règles de combat
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manna
CynCryver
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Nouvelles règles de combat
TROIS RANGS, TROIS AVANTAGES
Tout ceci vise à rééquilibrer le combat et à donner une utilité à tous les types d’unités (et pas uniquement aux archers).
La modification ne concernera que quelques domaines dans un premier temps (à des fins de test), puis s’étendra à tous.
Tous les coûts d’entraînement et d’entretien ont été revus et rééquilibrés.
Trois rangs de troupes (+ troupes spécialisées) :
1) Rang supérieur (tier 2) :
- Cavalerie lourde (avantage vitesse)
- Paladins (avantage corps à corps) (Swordsmen)
- Balistes (avantage distance)
2) Rang inférieur (tier 1) :
- Cavalerie légère (avantage vitesse)
- Fantassins (avantage corps à corps) (Pikemen)
- Archers (avantage distance)
3) Levées (beginner’s troops) :
- Miliciens (ne servent qu’au début)
4) Troupes spécialisées :
- Eclaireurs
- Troupes de ravitaillement
- Chariots
- Béliers
- Catapultes
Trois avantages (classes) :
1) Vitesse (Cavalerie : légère et lourde) => efficace contre les troupes à distance, en difficulté contre l’infanterie
2) Corps à corps (Infanterie : fantassins et paladins) => efficace contre la cavalerie, en difficulté contre les troupes à distance
3) Distance (Archers et balistes) => efficace contre l’infanterie, en difficulté contre la cavalerie.
Nota 1 : Les troupes de rang supérieur sont meilleures que celles de rang inférieur, les levées ne sont utiles qu’au début.
Nota 2 : Les éclaireurs vont permettre – en donnant la composition d’une armée – d’adapter la force et le type de troupes à l’armée adverse.
Nota 3 : Au sein d’un même rang, les troupes ont la même valeur de combat et le même coût d’entretien.
CynCryver- Messages : 35
Date d'inscription : 29/09/2010
Age : 57
Pour ceux qui préfèrent la VO
To our esteemed Lords and Ladies,
A few weeks ago, we announced that we were going to be making significant changes to the way combat worked in the game, and that we would continue to update you on those changes as we moved forward. We are still in the process of making adjustments and fine-tuning internally, but today we wanted to detail a bit more how combat will work moving forward, so players can start planning on adapting their army compositions with the full knowledge of how things will be functioning moving forward.
We will be moving combat into a more balanced system soon, where each unit will have a logical counter. They are structured in Tiers – Tier 1 units and Tier 2 units. There are also specialty troops, which focus on a specific function, as well as beginner troops, which should see minimal use outside of the early levels.
Each unit in a Tier is divided into one of three classes: Melee, Ranged or Speed. Melee units will be strong against Speed units, but weak against Ranged units. Ranged units will be strong against Melee units, but weak against Speed units. Speed units will be strong against Ranged units, but weak against Melee units. Tier 2 units will, of course, be more effective units than Tier 1 units.
Any unit of a set Tier will have the same Might value, and upkeep, as every other unit in that tier level. The Tier 1 units are: Pikemen (Melee), Archers (Ranged) and Cavalry (Speed). The Tier 2 units are: Swordsmen (Melee), Ballista (Ranged) and Heavy Cavalry (Speed). The beginner troops are: Militiamen. The specialty troops are: Supply Troops, Scouts, Supply Wagons, Battering Rams and Catapults.
With these changes, we are obviously rebalancing the costs and upkeep of troops. The most important thing to know in advance is that upkeep for some troops is going to be increasing, while others will be decreasing. We are telling users of this far in advance so that the changes in upkeep do not come as a surprise to users.
Under the new system, for example, Swordsmen will be much stronger than they are currently, because they will now be Tier 2 units, but they will also have a higher upkeep, in line with the new upkeep values that match Ballista and Heavy Cavalry. Because of this, Ballista will be weaker, but will also cost less and have a lower upkeep, so they work in line with the other Tier 2 units.
In an effort to actively discourage large armies of Militiamen, who are poor in combat, we have slightly increased their upkeep also. Also along these lines, the cost and upkeep of Catapults has been significantly decreased, and their Might value has been sizably increased.
Because of the changed might values of units, when the changes go live, it is expected that there will be some shuffling of people’s placement on the leaderboard. It is also expected that nearly everyone’s Might will go up as a value. This is because Might value, by unit, is going up almost universally. The only units whose Might values are being lowered are the Scout, which will be worth as much Might as a Militiaman or a Supply Troop, and Cavalry, which are having their Might lowered slightly to be brought in line with the new values for the Pikeman and the Archer.
It’s also important to note that costs for troops have changed significantly. Costs for troops have gone up somewhat, some units more than others. The units that have most significant cost changes were the low end of the spectrum, Pikemen and Swordsmen, and the high end of the spectrum, Ballista and Catapults. The key to all of this is that a unit is balanced against its Tier – so Swordsmen, Ballista and Heavy Cavalry now all have comparable costs (the total number of resources is the same, although the distribution by type varies).
Part of the way we see people playing moving forward involves a bit more scouting to determine opposing enemy compositions, so that they can send the most optimized army to deal with their opponent’s. For example, if your opponent had an army comprised entirely of Archers (Tier 1 Ranged), you would have the least losses if you sent an army entirely comprised of Heavy Cavalry (Tier 2 Melee). It is expected that nearly all battles will involve losses to some extent. We realize this may be a big change, but we want to move combat towards feeling more important.
We will be rolling these changes out on a small number of worlds first, and will be giving active players on these worlds a bundle of items to aide in the transition, and as a thank you for helping us test the changes on a larger scale. After we have tested these changes on these few worlds for a period of time and done any rebalancing as we see necessary, we will roll the changes out to all of the worlds.
We also want to thank all of the users who said how excited they are about these upcoming changes. We realize that combat is a fundamental system, and that we are doing significant changes to that system, but we feel that this new system will bring a much more fair and balanced approach to the core of the game. As always, we continue to work on improvements to game performance, and did not divert any resources from those tasks to make these improvements. Thanks again to everyone for all their support.
The Development Team of Kingdoms of Camelot
A few weeks ago, we announced that we were going to be making significant changes to the way combat worked in the game, and that we would continue to update you on those changes as we moved forward. We are still in the process of making adjustments and fine-tuning internally, but today we wanted to detail a bit more how combat will work moving forward, so players can start planning on adapting their army compositions with the full knowledge of how things will be functioning moving forward.
We will be moving combat into a more balanced system soon, where each unit will have a logical counter. They are structured in Tiers – Tier 1 units and Tier 2 units. There are also specialty troops, which focus on a specific function, as well as beginner troops, which should see minimal use outside of the early levels.
Each unit in a Tier is divided into one of three classes: Melee, Ranged or Speed. Melee units will be strong against Speed units, but weak against Ranged units. Ranged units will be strong against Melee units, but weak against Speed units. Speed units will be strong against Ranged units, but weak against Melee units. Tier 2 units will, of course, be more effective units than Tier 1 units.
Any unit of a set Tier will have the same Might value, and upkeep, as every other unit in that tier level. The Tier 1 units are: Pikemen (Melee), Archers (Ranged) and Cavalry (Speed). The Tier 2 units are: Swordsmen (Melee), Ballista (Ranged) and Heavy Cavalry (Speed). The beginner troops are: Militiamen. The specialty troops are: Supply Troops, Scouts, Supply Wagons, Battering Rams and Catapults.
With these changes, we are obviously rebalancing the costs and upkeep of troops. The most important thing to know in advance is that upkeep for some troops is going to be increasing, while others will be decreasing. We are telling users of this far in advance so that the changes in upkeep do not come as a surprise to users.
Under the new system, for example, Swordsmen will be much stronger than they are currently, because they will now be Tier 2 units, but they will also have a higher upkeep, in line with the new upkeep values that match Ballista and Heavy Cavalry. Because of this, Ballista will be weaker, but will also cost less and have a lower upkeep, so they work in line with the other Tier 2 units.
In an effort to actively discourage large armies of Militiamen, who are poor in combat, we have slightly increased their upkeep also. Also along these lines, the cost and upkeep of Catapults has been significantly decreased, and their Might value has been sizably increased.
Because of the changed might values of units, when the changes go live, it is expected that there will be some shuffling of people’s placement on the leaderboard. It is also expected that nearly everyone’s Might will go up as a value. This is because Might value, by unit, is going up almost universally. The only units whose Might values are being lowered are the Scout, which will be worth as much Might as a Militiaman or a Supply Troop, and Cavalry, which are having their Might lowered slightly to be brought in line with the new values for the Pikeman and the Archer.
It’s also important to note that costs for troops have changed significantly. Costs for troops have gone up somewhat, some units more than others. The units that have most significant cost changes were the low end of the spectrum, Pikemen and Swordsmen, and the high end of the spectrum, Ballista and Catapults. The key to all of this is that a unit is balanced against its Tier – so Swordsmen, Ballista and Heavy Cavalry now all have comparable costs (the total number of resources is the same, although the distribution by type varies).
Part of the way we see people playing moving forward involves a bit more scouting to determine opposing enemy compositions, so that they can send the most optimized army to deal with their opponent’s. For example, if your opponent had an army comprised entirely of Archers (Tier 1 Ranged), you would have the least losses if you sent an army entirely comprised of Heavy Cavalry (Tier 2 Melee). It is expected that nearly all battles will involve losses to some extent. We realize this may be a big change, but we want to move combat towards feeling more important.
We will be rolling these changes out on a small number of worlds first, and will be giving active players on these worlds a bundle of items to aide in the transition, and as a thank you for helping us test the changes on a larger scale. After we have tested these changes on these few worlds for a period of time and done any rebalancing as we see necessary, we will roll the changes out to all of the worlds.
We also want to thank all of the users who said how excited they are about these upcoming changes. We realize that combat is a fundamental system, and that we are doing significant changes to that system, but we feel that this new system will bring a much more fair and balanced approach to the core of the game. As always, we continue to work on improvements to game performance, and did not divert any resources from those tasks to make these improvements. Thanks again to everyone for all their support.
The Development Team of Kingdoms of Camelot
CynCryver- Messages : 35
Date d'inscription : 29/09/2010
Age : 57
Re: Nouvelles règles de combat
merci pour cette traduction
manna- Messages : 41
Date d'inscription : 20/08/2010
Age : 49
Re: Nouvelles règles de combat
merci parce que là j'ai loin de déchiffrer tout ça
franck6394- Messages : 2
Date d'inscription : 30/09/2010
...
beh moi en anglais ou en français j'ai rien compris.
cameaa- Messages : 23
Date d'inscription : 23/08/2010
Age : 41
Localisation : lille
Re: Nouvelles règles de combat
caméaa tu veux des cours particuliers?????
manna- Messages : 41
Date d'inscription : 20/08/2010
Age : 49
Re: Nouvelles règles de combat
merci pour la traduction
scipion- Messages : 5
Date d'inscription : 03/10/2010
Age : 42
Localisation : paris
Nouveaux combat
Coucou a tous
Voila après quelques combats en me basant sur les effectifs de Sawedge a envoyer en TS (niveaux 5 et 7) je trouve que le nombre de miliciens a envoyer et bien trop élever (a moins que sa soit du global première vague plus ceux de la deuxième???).Mieux vaux effacer juste les pièges sinon le reste s'attaque aux autres défenseurs et bien qu'il arrivent a tuer pas mal ils n'en ressortent pas vivants(aucun).Par contre l'idée serais d'envoyer juste 3 classes en surnombre et apparemment AUCUNE perte.Exemple d'attaque d'un TS level 7: -2493 fantassins - 4496 paladins -et 11463 archer (et encore moins serais possible mais j'ai balancé sans compter ).
Le temps d'envoyer un effectif de chaque classe pourrais prendre pas mal de temps pour des joueurs mois rapide et après la premiere vague mieux vaux se grouiller les miches.....
Bon en tout cas a la deuxième vague je n'ai perdu aucun combattant maintenant il est possible que je me suis gouré mais bon.Maintenant reste plus qu'a déterminer les déffenceur pour chaque lvl de TS CB.
En esperant avoir apporté une légere comtribution a ceux forum me reste plus qu'a vous souhaiter bon jeux a tous...
Cordialement Lord Dogguer
PS: ce teste n'a été effectuer qu'en TS
Voila après quelques combats en me basant sur les effectifs de Sawedge a envoyer en TS (niveaux 5 et 7) je trouve que le nombre de miliciens a envoyer et bien trop élever (a moins que sa soit du global première vague plus ceux de la deuxième???).Mieux vaux effacer juste les pièges sinon le reste s'attaque aux autres défenseurs et bien qu'il arrivent a tuer pas mal ils n'en ressortent pas vivants(aucun).Par contre l'idée serais d'envoyer juste 3 classes en surnombre et apparemment AUCUNE perte.Exemple d'attaque d'un TS level 7: -2493 fantassins - 4496 paladins -et 11463 archer (et encore moins serais possible mais j'ai balancé sans compter ).
Le temps d'envoyer un effectif de chaque classe pourrais prendre pas mal de temps pour des joueurs mois rapide et après la premiere vague mieux vaux se grouiller les miches.....
Bon en tout cas a la deuxième vague je n'ai perdu aucun combattant maintenant il est possible que je me suis gouré mais bon.Maintenant reste plus qu'a déterminer les déffenceur pour chaque lvl de TS CB.
En esperant avoir apporté une légere comtribution a ceux forum me reste plus qu'a vous souhaiter bon jeux a tous...
Cordialement Lord Dogguer
PS: ce teste n'a été effectuer qu'en TS
dogguer- Messages : 5
Date d'inscription : 28/09/2010
Age : 42
Re attaque TS
Re a tous,
Après le le poste du haut j'ai refait un essais plus simple sur un TS lvl 7 donc:
première vague: -200 unités de ravitaillements(j'étais en rad de milicien^^sinon 150 milicien suffisent),tous mort.
deuxième vague:-10 000 archers seulement qui ont donc tués:
-2400 unités de ravitaillement
-2400 miliciens
-1200 éclaireurs
-1200 fantassins
-800 paladins
-400 archers
-160 cavaleries
-40 cavalerie lourdes
Voila voila je n'ai rien contre un conseille stratégique si je n'ai pas été logique merci.
Cordialement Lord Dogguer
Après le le poste du haut j'ai refait un essais plus simple sur un TS lvl 7 donc:
première vague: -200 unités de ravitaillements(j'étais en rad de milicien^^sinon 150 milicien suffisent),tous mort.
deuxième vague:-10 000 archers seulement qui ont donc tués:
-2400 unités de ravitaillement
-2400 miliciens
-1200 éclaireurs
-1200 fantassins
-800 paladins
-400 archers
-160 cavaleries
-40 cavalerie lourdes
Voila voila je n'ai rien contre un conseille stratégique si je n'ai pas été logique merci.
Cordialement Lord Dogguer
dogguer- Messages : 5
Date d'inscription : 28/09/2010
Age : 42
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