ahoy !
INTRO
now that we had the biggest one fixed (feudal & dark) and that we have the most OP nerfed (mystic invoc. & long term architects), it is time to talk about the remaining most-needed-rework: REAVER CULTURE !
they are a unique steampunk culture i dearly love, their default gameplay is either "too offensive" for some players... or "underwhelming/not used at all" for some others...
i dont have "deep" solutions but i have some proposals/ideas to give them more useful uniqueness and variety:
SUBCULTURE 1
=> the current culture would stay the "militarist invasion version" subculture, named something like "conqueror"
- they globally keep their current gameplay (perhaps more use for their unique spoils of war ressources ? in dilemmas or more forced diplomacy with free cities ?)
- their T3 units (dragoon & canons) stay the same, very iconic and well made !
SUBCULTURE 2
=> what about a new "diplomatic but also militarist" subculture ? named something in the vein of "inventor" (aiming to invade the world too, but more vicious with diplomacy)
- they would trade their spoils of war for an influence/inventor ressource, using armies as sharp as their diplomacy influence, using it for "friendly" but "double sided" options ?
- their roster could stay in the domination/capture theme for T1 and T2 (iconic for any reavers)
- their T3 would be far more different:
> T3 racial: trade the dragoon for a new "engineer" unit, perhaps with a synergy or abilities for constructs, an infantry using pistol and shield (shield unit with low range attack, taunting from distance)
> T3 construct: a baloon ! a zeppelin ! flying and able to switch between ranged attack or giving support to allies, but vulnerable (needing the engineer to deny attacks against the flying machine)
SUBCULTURE 3
=> what also about a new "steampunk pirate/outcast" subculture ? named something "arrrrrr!" (aiming to put headquarters to launch their raids or organized attacks)
- they would be close to the default culture gameplay, more about raiding and moving back if successful, especially on water, using spoils of war too, they would be far different from barbarian build because of construct/water synergy/war spoils
- their roster would stay as default (more pirate looking ?) with same gameplay for T1 and T2 (perhaps something like a gold/spoil generation on any death in battles ?)
- their T3 would be very different too:
> T3 racial: trade the mounted dragoon skirmisher to a foot skirmisher "boarder/privateer/buccaneer", enjoying fights (like firing before charging) more than the "hit and run" dragoon, more stats (given by rum self-abilities ?) but less mobile, rewarding spoils if landing the killing blow
> T3 construct: what about a kind of "mobile support module" ? something like their scout: no damages but full support for other constructs and racial units, the module would go into different modes buffing the army until it dies in battle: a ranged buff mode allowing the army to fight with extra range (touching skirmisher / support / ranged) / a melee buff allowing the army to get more HP so they fight a bit longer (touching any melee class / skirmisher), it would be advised to bring at least 2 of them to cover most of the army with both buff (with a huge range to touch a big group of the army)
END
hope you at least loved reading the 3 ideas !
and really hope for a great reaver rework during season 3 !
loving AOW4 since launch ! and will love it forever !
keep the awesome work devs !
INTRO
now that we had the biggest one fixed (feudal & dark) and that we have the most OP nerfed (mystic invoc. & long term architects), it is time to talk about the remaining most-needed-rework: REAVER CULTURE !
they are a unique steampunk culture i dearly love, their default gameplay is either "too offensive" for some players... or "underwhelming/not used at all" for some others...
i dont have "deep" solutions but i have some proposals/ideas to give them more useful uniqueness and variety:
SUBCULTURE 1
=> the current culture would stay the "militarist invasion version" subculture, named something like "conqueror"
- they globally keep their current gameplay (perhaps more use for their unique spoils of war ressources ? in dilemmas or more forced diplomacy with free cities ?)
- their T3 units (dragoon & canons) stay the same, very iconic and well made !
SUBCULTURE 2
=> what about a new "diplomatic but also militarist" subculture ? named something in the vein of "inventor" (aiming to invade the world too, but more vicious with diplomacy)
- they would trade their spoils of war for an influence/inventor ressource, using armies as sharp as their diplomacy influence, using it for "friendly" but "double sided" options ?
- their roster could stay in the domination/capture theme for T1 and T2 (iconic for any reavers)
- their T3 would be far more different:
> T3 racial: trade the dragoon for a new "engineer" unit, perhaps with a synergy or abilities for constructs, an infantry using pistol and shield (shield unit with low range attack, taunting from distance)
> T3 construct: a baloon ! a zeppelin ! flying and able to switch between ranged attack or giving support to allies, but vulnerable (needing the engineer to deny attacks against the flying machine)
SUBCULTURE 3
=> what also about a new "steampunk pirate/outcast" subculture ? named something "arrrrrr!" (aiming to put headquarters to launch their raids or organized attacks)
- they would be close to the default culture gameplay, more about raiding and moving back if successful, especially on water, using spoils of war too, they would be far different from barbarian build because of construct/water synergy/war spoils
- their roster would stay as default (more pirate looking ?) with same gameplay for T1 and T2 (perhaps something like a gold/spoil generation on any death in battles ?)
- their T3 would be very different too:
> T3 racial: trade the mounted dragoon skirmisher to a foot skirmisher "boarder/privateer/buccaneer", enjoying fights (like firing before charging) more than the "hit and run" dragoon, more stats (given by rum self-abilities ?) but less mobile, rewarding spoils if landing the killing blow
> T3 construct: what about a kind of "mobile support module" ? something like their scout: no damages but full support for other constructs and racial units, the module would go into different modes buffing the army until it dies in battle: a ranged buff mode allowing the army to fight with extra range (touching skirmisher / support / ranged) / a melee buff allowing the army to get more HP so they fight a bit longer (touching any melee class / skirmisher), it would be advised to bring at least 2 of them to cover most of the army with both buff (with a huge range to touch a big group of the army)
END
hope you at least loved reading the 3 ideas !
and really hope for a great reaver rework during season 3 !
loving AOW4 since launch ! and will love it forever !
keep the awesome work devs !
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