Naval Warfare Rework

I recently got extremly frustrated playing water maps, which got me thinking about possible changes to improve Naval Warfare. !This list of changes is in no way my idea, as big parts are directly copied from others! I hope to someday mod the most promising ideas in, but due to a lack of time and energy while graduating this might take a looong while. Also please keep in mind that im no native english speaker.

Goals: • Open up an increased amount of possibile build orders for water (galley drush, different feudal openings etc.) •Improved eco dependencies to emphasise on choosing and executing the 'right' build order for the players situation • Less one dimensional naval warfare in the later stages of the game; a more varied fleet as the new optimum instead of monofleets • Seperate naval warfare from land warfare, naval warfare should not be a copy of land warfare, but instead be an exciting alternative

Possible changes: New water composition: water is now seperated in shallow water (light blue) and deep sea water. Shallow water always fills at least the first 3 tiles from a landable coast, whereas deap sea water fills the rest. This allows me to split water units in 2 branches: Highly effecient naval warfare units like the canon galleon or galleons, who can dominate the deep sea but fail to widen this advantage directly to the enemies island, instead, u need to opt for small boats like Longboats, transport ships or pinnaces to raid your enemies coastal economy.

Buildings: Splits the original dock in 3 buildings: the dock, which now houses economy and light raiding ships, the shipyard, which houses heavy naval warfare units like the galleon, the canon galleon and fire ships and the drydock, a completly new building which repairs damaged ships when garrisoned and houses inportant armor upgrades, similiar to the blacksmith for land units

Dock (1; 2x2, can only train fishing ships, trade cogs, and light fleets, can refill fish traps, similiar to mill) Shipyard (2; 3x3; houses heavy naval warfare units like the galleon or the canon galleon) Drydock (3; 3x3 used to garrison ships and houses some upgrades, when garrisoned, the ships repair with a reduced ressource cost, can be upgraded to fortified drydock in imperial age, allowing it to shoot arrows and provide more garrison space)

Non-Warfare Units: Doubles initial transport ship capacity. Transport ships can now be upgraded twice, with the second one being extremly expensive, but heavily armoring transport ships against everything but ramships and demolition ships. This contributes to less transport ships, buffing sneak landings and also leaving more population space for your fleet/vills, but is balanced by the defender, when spotting the enemies transport, having to sink less transport ships, as the value of individual transport ships is gone up without an initial increase in health or armor (this doesnt apply to the final upgrade, this serves the purpose of a guaranteed landing when in complete water control)

Fishing ship (dock 1; stays the same, but can drop of ressources at drydock) Transport ship (dock 1; now slower, provide space for 10 units) Trading cog (dock 2; stays the same) Fish Trap (dock 2; can be upgraded and are queueable)

Naval Warfare Units: East asian civs get junk as a galleon replacement (loose galleon), american civs get war canoe. The bigger amount of ships allows for a bigger civ diversity, no civ gets everything but every civ has viable water options. Warships no longer only cost gold and wood:

Pinnace/sloop/sloop of war (dock 1/2/4; fast 'trash' unit for raiding and/or scouting, counters ramship; 10w 40f) Light Ramship/Ramship/Elite Ramship (dock 2/3/4; counters galleys, used to destroy coastal buildings, high pierce armor; 80w 10g) Galley/Wargalley/Elite Wargalley (dock 2/3/4; light version of the galleon, slow; 50f 20g) Firegalley/Fast fire galley(shipyard 2/4; counters galleons; 20w 70g) Demolitionship/Heavy Demolitionship (shipyard 2/4; similar to mangonel: counters big fleets; can cross shallow water; 30w 60g) Galleon/Heavy Galleon/Elite Heavy Galleon (shipyard 3/4/4; now seperate line, big, costly and population effective; 100w 40g) Cannon galleon/Elite Canon Galleon (shipyard 4/4; like current canon galleon but with a portugese like bolt speed to make it usable against ships, requires Chemestry; 50w 80g) Catapult galleon (shipyard 4; trebuchet on water with a long range and good damage but poor accuracy for city siege on the water, available to all civs; 250w 180g) Corvette/Frigate (shipyard 4/4, Fast light ship, fires like a hand canoneer, has bonus against catapult- and cannon galleon and demolition ships, can cross shallow water, requires chemestry; 10w 50g)

Longboat/Elite Longboat (shipyard 3; garrison similiar to rams, can slowly move through land when garrisoned, but doesnt shoot arrows; 80w 40g) Turtleship/Elite Turtleship (shipyard 3; armored and extremly effective against galleons, fireships, and cannon galleons, but slow; 180w 180g) Junk/Elite Junk (shipyard 3; can sail through shallow water, good alround ship) War Canoe/Elite War Canoe (shipyard 3; can travel through shallow water, very fast)

Technologies: All ships except Sloop, demolitionship and fire galley are upgraded individually in their respective building.

Improved transport (drydock, 3): Transport ships are 20% faster and provide room for 25 units Reinforced transport (drydock, 4): Transport ships are heavily armored and provide space for 40 units Careening (Drydock, 3): Increases armor by +2/+1 and speed by 10% Advanced Naval Warfare (drydock 4): Upgrades Sloop to Sloop of War, demolitionship to heavy demolitionship and fire galley to fast fire galley Improved Careening (drydock, 4): Increases armor by +3/+2 and speed by 10% Shipwright (drydock, 4): Lowers wood cost by 25% and decreases creation time by 35% Look-Out (dock, 1): Increases line of sight by 3 Shipnets (dock, 2): Fishing ships work faster, Fish traps house 75 more food Gillnets (dock, 3): Fish traps house 125 more food Improved Gillnets (dock, 4) Fish traps house 175 more food

So what do you think? Please dont refer to numbers as set in stone, they are just values i found relativly fitting - if something is op by the looks of numbers it can easily be fixed, but if the issue lies in flawed design, PLEASE tell me why its flawed. Thank you all :)

submitted by /u/PietPirat
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