Post 12 Jan 2013, 00:32 by Lewin
I don't see a problem in boosting units without making them less powerful in another aspect. I don't think the original game was well balanced for online play, so in order to make it balanced we need to make changes. For example we made wine much more useful by making it restore 30% condition instead of 20% and making it require less fields. There was no disadvantage given to wine when we did this, it was just a boost. Everyone seems to like that change, and I think they'll like the shields bonus too.
I don't think the original bonus for axefighters (stronger attack than lancers) was enough to justify their extra cost (shields) so I think another bonus (defense against arrows) is needed.
I also don't think you can properly judge balance changes simply by saying "logically that sounds like too much of a bonus", you really need to play a lot of games and do tests to see how it effects balance. Just thinking about it can give you an idea of what effect it will have on balance (e.g. shields bonus will make axefighters be used more often), but it can't really tell you whether it will be too powerful or not.
Regarding your test of lancers+xbows vs axefighters+xbows, the axefighters should always win that fight because they cost more (shields) and they are generally more powerful than axefighters. Remember rock paper scissors?:
Axefighters beat lancers
Lancers beat scouts
Scouts beat axefighters
Last time I tested it these results still worked with the shields bonus, e.g. 20 lancers+20 xbows beats 20 scouts+20xbows.
And yes as TDL says, Krom and I will be more convinced by good evidence than just "heresay".
Cheers,
Lewin.