Tower issue - Suggestion discussion
I have been playing quite a number of 1v1 games recently and encountered a similar experience in all my games.Often enough when 2 players meet with equal armies and one outmaneuvers the other (keep in mind that this happens very often in quite balanced games) and is able to push to the enemy town he is then forced to face the front line of enemy towers. When this happens in most balanced games you are left with army that is possibly bigger than the enemies at this stage , you are left with 3 choices.
1: Retreat (rather a senseless choice at times as you should be awarded for being victorious in this micro battle and theoretically be good to attack).
2: Charge at the enemy territory (anything can happen if you choose to charge, ambush or good positioned attack can be awaiting you or even more towers).
3: Destroying tower by tower (very time consuming and risky, as it is not so hard to be out microed while trying to destroy enemy towers, as well as enemy being able to rebuild his army to make your advantage insignificant overtime , towers can take up to 30 minutes to destroy if the the opponents both are aware of bowmen micro.)
Let us analyze the information that we have gathered here:
-Player 1 wins the opening battle forcing player 2 to retreat. Player 1 has the advantage of army at this stage.
-Player 1 stumbles upon the enemy towers.
-Player 1 will lose the momentum and significance of his advantage if he decides to retreat, will defiantly lose the advantage if he charges or if he decides to start destroying towers, will give enough time for Player 1 to rebuild his army
In all 3 possibilities Player 1 will lose his advantage as a result of limited possibilities when it comes to entering enemy territory.
I have seen this happen many many times in 1v1 gaming, especially when someone who understands how towers work , places them in the correct position and halts the game for 20 - 30 minutes, at this stage its anyones game.
My suggestion:
There are number of things that can be done to help the situation and I will list them here, but I will mainly only talk about 1 that I find to be the most probable and interesting , one that can add another dimension to this triangle.
debuff of tower -I do not recommend it as towers should be able to stop surprise attacks and backdooring of enemy troops quite efficiently .
Increase range of range units to buildings - Also a nice possibility, but this will just make the boring combination of swords/bowmen for ever more popular , totally taste less and expected choice of army, will be rather repetitive and predictable as Bowmen will now have too many roles to play in the battlefield (bit like making a serf also a farmer and a butcher, everything should have its place in the game).
Deletion of towers from game - Will remove a huge element that is important from the game, making the game less popular for many who like to play defensively, also not recommended.
Adding Catapults to the game : I will try to explain as well as I possibly can how Catapults can be balanced out and added to the game.
First let me point this out , a catapult (in my suggestion) should have only 1 role, shooting enemy buildings down, having high damage against buildings but a rather slow shooting speed , movement speed and low hit-points but yet quite expensive to build , this will insure that the catapult will have to be defended with extreme caution from all sides, as 2 knights that might sneak in to enemy formation should be able to take a catapult down quite comfortably.
So now that the catapult is slow and very fragile, it will have to be escorted literally from 1 point (your barracks) to another (enemy territory ). YOU SHOULD NEVER be able to do that without any opposition , as currently many players simply decide to sit in base behind mass towers with huge economy while outproducing the enemy and giving away the position, the catapult should make them think twice before doing so. This will award the players who decide to push and control the map and those who win micro fights with the ability and choice to efficiently push through enemy territory. But clever flanking and engagement can still ensure security for the defender if he decides to play passive and go for out production, he will have to engage in fights (cannot stay too passive) and try to somehow take down the catapult which will buy him plenty more time. Towers will still protect him well enough if the catapult itself can be taken down, and if it wasn't, small micro battles with archers shooting catapults should still be possible.
Let us take the catapult into consideration a, theoretically battle situation of 1v1:
-Player 1 wins the opening battle forcing player 2 to retreat. Player 1 has the advantage of army at this stage.
-Player 1 stumbles upon the enemy towers.
-Player 1 will build and(or if already built) move it to the enemy towers and start shooting them 1 by 1.
The biggest problem right now in Knights and Merchants is that many players rely on towers to take down enemies main army (and since towers also work as barricade it quickly became increasingly popular and efficient way of making defending in base much more reliable than being offensive on the front line of the enemy base.
Good examples to look at (replays ) are games such as : Pizza vs RomeK
Pizza vs Mullberry
Matt vs Kozchies
What do you think about it guys?

violets are blue
I.G. is blessed
To be the BEST!!