Ping Pong wrote:
A few comments :
1) While the land-decay is a very unique concept (though didn't Fungalings have sort of same thing with their buildings ?), I think you seem to underestimate how much it hurts them. In 24 hours they lose 11.3% of their land. To counter that, they will need to make at least 2 hits (around 75-80% their size), or 1 hit at 115%, just to keep at the same land. If they even want to grow, they will need to make even bigger hits, or more hits. Seems difficult to balance the race in such a way that they can compete for land, without the risk of totally overpowering their military.
Thanks for the useful comments. I wasn't expecting anything but spam and flames considering I just took a shot at this entire board. *shrugs*
The current landscape of the game is overwhelmingly defensive. Sometimes rounds are considered over when someone gets hit. Whilst this is all dandy and good, it can't help to mess with it. This is what this race is designed to do. With free offense, almost free goldmines on every acre, and a sick 5.5 OP unit, this race's econ and military should blow most other races away especially midround. The counter for this is that they must continually attack to grow at all and if someone manages to get hit all in, they will be punished severely. In theory, all in this race is untouchable.
2) The spell is a bit tricky ; you'll need it for every hit, so it's another thing to worry about when attacking. Generally I find the process before making a hit already stressful enough, to also worry about reminding myself to also cast the spell. Because it's a spell which should only be cast just before the attack, because otherwise you have your defense lowered. etc
When you're calcing out an attack, if you haven't cast your spell, your calced OP will be 0 (or whatever hero OP, I suppose). Shouldn't that remind you? =o
3) High casualties on defensive units are never my personal favorite. Getting hit hurts already enough through the loss of land and space, to also having your defense losses increased as well.If someone 150% their size attacks them, they will lose 5% land. But with 125% casualties, they will lose also 5% defense. So they remain at the same defense per acre. This while normally defense per acre increases when you're hit, which helps to stabilize. With these high casualties on defense they may risk getting hit and hit again, without stabilizing at a landsize which suits their defense.
If someone ends up being hit multiple times, all they would have to do is stop attacking for a short period. With all in dp so high, they can concentrate on econ and restabilizing without worrying about being tapped wilanated. Though I may still reduce defensive casualties on this race. I have no idea what my theory behind the increase was when I first posted this.