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Official KaM Remake Ideas topic

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Encaitar

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Lance Carrier

Posts: 63

Joined: 13 Oct 2011, 22:00

Location: The Netherlands

Post 22 Nov 2012, 08:00

Re: Official KaM Remake Ideas topic

To make it balanced, you could make the siege weapons be:
  • much slower reload time (so the rate of shooting would decrease)
  • less accurate
  • more damageable
I don't think they are too fast... They need about the same amount of time like Crossbowmen to reload. (Compare the price and mobility too)
Less accurate? Catapults are totally inaccurate, and accuracy of ballistae is similar to towers'.
And finally the third one. They "die" of the first/second strike at them. How do you want to make them more damageable? To die of the first attack?

So I don't really know why are they (siege weapons) "toooooo overpowered".
Firstly, did you read the FAQ? It states "2. We don’t think it’s balanced. Balista are basically a one-shot-kill ranged unit, so if you get a lot of them they are overpowered.". So yeah, they are "toooooo overpowered".

Secondly, maybe I did wrote something wrong with the expression "more damageable". Actually I meant that the siege weapons should do a lot more damage, but the accuracy should decrease; so it would only make sense to use the siege weapons to siege buildings and not as an attack unit!
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kocsis1david

Crossbowman

Posts: 204

Joined: 12 Mar 2011, 23:00

KaM Skill Level: Skilled

Location: Hungary

Post 23 Nov 2012, 20:20

Re: Official KaM Remake Ideas topic

They would need to be expensive enough to avoid players making too much of them, like horsemans. But I don't really like the idea of ballista and catapults. Town Hall could be implemented, I think the soldiers there aren't very cheap, and if it broke game balance it could be made more expensive or maybe deleted. I don't think it would be hard to implement Town Hall and give it a chance.
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vojta_f

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Militia

Posts: 42

Joined: 01 May 2012, 23:32

Post 24 Nov 2012, 19:52

Re: Official KaM Remake Ideas topic

I have an idea that the mason had a larger range of mining of stones. :wink:

Now here happened to me, that no mason not reached the distant stone :@
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sado1

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Council Member

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Joined: 21 May 2012, 19:13

KaM Skill Level: Skilled

Post 24 Nov 2012, 19:55

Re: Official KaM Remake Ideas topic

I have an idea that the mason had a larger range of mining of stones. :wink:

Now here happened to me, that no mason not reached the distant stone :@
You made all the stonemasons near one of the mountains (on Dead of Winter loc 4). You should have built some of them lower. The distance is counted from the bottom of the mountain.
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vojta_f

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Militia

Posts: 42

Joined: 01 May 2012, 23:32

Post 24 Nov 2012, 19:59

Re: Official KaM Remake Ideas topic

I have an idea that the mason had a larger range of mining of stones. :wink:

Now here happened to me, that no mason not reached the distant stone :@
You made all the stonemasons near one of the mountains (on Dead of Winter loc 4). You should have built some of them lower. The distance is counted from the bottom of the mountain.
it does not change the fact that it's just a odhat and it is wrong!
why there a stonemason not go? ,make a greater range?
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Da Revolution

Knight

Posts: 720

Joined: 13 Apr 2012, 12:07

Location: Near the inn

Post 24 Nov 2012, 20:11

Re: Official KaM Remake Ideas topic

If you change their working radius they'll probably be less efficient as well. Like Sado said, you didn't use the lowest stone mountain, maybe thats a map problem because you couldn't use it anyway because of the fights.
"No one saves us but ourselves. No one can and no one may. We ourselves must walk the path" - Buddha
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vojta_f

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Militia

Posts: 42

Joined: 01 May 2012, 23:32

Post 24 Nov 2012, 20:20

Re: Official KaM Remake Ideas topic

If you change their working radius they'll probably be less efficient as well. Like Sado said, you didn't use the lowest stone mountain, maybe thats a map problem because you couldn't use it anyway because of the fights.


Well now that you have built a village, and you have to demolish the buildings, I needed only 20 stone
I'll know next time, but what about the other new players?
It will be better if message informes you that there is ALMOST no stone than there is NO stone.
Like a little bit sooner that players have some time to build new stone mines.
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RenYuki

Peasant

Posts: 4

Joined: 01 Nov 2012, 05:05

Post 27 Nov 2012, 12:24

Re: Official KaM Remake Ideas topic

Hi, i have a suggestion about the chat log.

I think it need an enter for chat...
I know i can press enter to open and esc to close it.

Some time i need the chat log keep opening because i need to keep watch on to know what is my teammate talking about but not for chatting.
For example, i need to keep watching just to know when my teammate say "attack" or "back" or something like that on the battle.

And that time, when i press 1-9 or fusion keys to select my units or building and manage village, it all write to the chat box or not showed.
Otherwise, it's not a good idea to keep open/close many times when on a combat to just to know what going on in the chat log.
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Kridge

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Crossbowman

Posts: 201

Joined: 25 Dec 2010, 23:00

KaM Skill Level: Fair

Location: Netherlands (GMT+1)

Post 27 Nov 2012, 12:45

Re: Official KaM Remake Ideas topic

I do like the idea of closing the chat with the escape key, since this is the same for all the other menus. And enter to open yes, that's sounds like a good idea too. But I haven't played the Remake for a while now, so I don't know if this is already implemented?
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Ben

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Former Site Admin

Posts: 3814

Joined: 08 Jan 2009, 23:00

Location: California - Pacific Time (UTC -8/-7 Summer Time)

Post 27 Nov 2012, 18:03

Re: Official KaM Remake Ideas topic

I want to bump again the Townhall as 10 serfs shelter, today a teammate died because all his serfs were slaughtered, when we arrived to his base to expulse the enemies, we won there, but our friend had 0 serfs and couldnt refill the schools.

I truly suggest this feature for next release. At least 10 serfs x Townhall.
If you want more serfs to be safe then build additional Townhalls.
Personally, I wouldn't use this at all. You'd need so many town halls that it wouldn't be worth the time, resources, and space needed to make them.
I used to spam this forum so much...
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Kridge

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Crossbowman

Posts: 201

Joined: 25 Dec 2010, 23:00

KaM Skill Level: Fair

Location: Netherlands (GMT+1)

Post 28 Nov 2012, 08:52

Re: Official KaM Remake Ideas topic

I want to bump again the Townhall as 10 serfs shelter, today a teammate died because all his serfs were slaughtered, when we arrived to his base to expulse the enemies, we won there, but our friend had 0 serfs and couldnt refill the schools.

I truly suggest this feature for next release. At least 10 serfs x Townhall.
If you want more serfs to be safe then build additional Townhalls.
Personally, I wouldn't use this at all. You'd need so many town halls that it wouldn't be worth the time, resources, and space needed to make them.
That'd only be necessary if you would want to save all your serves. Now you can build up your serves afterwards.
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Ben

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Former Site Admin

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Location: California - Pacific Time (UTC -8/-7 Summer Time)

Post 28 Nov 2012, 18:28

Re: Official KaM Remake Ideas topic

Saving ten serfs isn't going to help that much.

In the end, Lewin and Krom (I believe they both agreed) say claim that defensive strategies need to be put aside for now. For now: if you lose your base, you lose the game. Just start a new one. It's almost the same thing.
I used to spam this forum so much...
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Mixons

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Rogue

Posts: 58

Joined: 21 May 2012, 17:11

KaM Skill Level: Average

Post 29 Nov 2012, 21:04

Re: Official KaM Remake Ideas topic

1. When your squad is hungry, assistants/helpers feed whole squad. Better way is that they should feed only those who are really hungry ( especially when is lack of food or you don't have much food in your granary) it also would be choise where helpers should carry food ( army or inn)
2. A possibility to mark area where wood-cutter is not allowed to plant trees.
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Ben

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Former Site Admin

Posts: 3814

Joined: 08 Jan 2009, 23:00

Location: California - Pacific Time (UTC -8/-7 Summer Time)

Post 29 Nov 2012, 21:12

Re: Official KaM Remake Ideas topic

This topic needs to be updated to better match the current version of the Remake ;)
I used to spam this forum so much...
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 30 Nov 2012, 05:02

Re: Official KaM Remake Ideas topic

@Mixons: serfs will bring food only to those squad members who are less than 75% n condition. 2. I believe what you wanted to say is "let me build ontop of trees" - in that case we are thinking about best solution ..

@Ben: This is a big shoutbox full of ideas for us =) Of course it would be easier to have all ideas unduplicated, sorted in a neat list with votes and priorities
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

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