Causality

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About Causality

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    Settler
  1. I really haven't played for all that long and this is my first post on this forum, this sounds like a great idea. Any form of customisation is great in my book. However, Tinkerer has a good point, it's inevitable that people will just do the math and figure out what is the 'best' upgrade to have, thus adding another tedious task you have to do to be on par with others. I was thinking though, that maybe to mix it up so people couldn't just stick with one upgrade, you could implement bonuses vs other types of weapon upgrade. For example someone has upgrade X on their weapon, that would normally be the best choice, but you roll up with upgrade Y and in the case that you attack someone with upgrade X, you get some pretty large bonuses for example, they parry much less against your upgrade Y. But then maybe someone else with upgrade Z comes along that gets bonuses on your upgrade, so you have to back off. I think this would add a bit more tactics based combat to the game, especially if you had different levels for each upgrade(Which may be tedious), as maybe a village's blacksmith focuses on fluting mainly and you know this from prior battles, so you work on upgrading your villages weapons with an upgrade that gets bonuses on people wielding fluted weapons. Though of course, with the curve it may be easy to just get all individual levels up to a point where it doesn't matter and you can just do any upgrade, which could be countered by maybe, instead of making the different upgrades separate skills, making them specialities that you have to choose to follow, like meditation, so you can't make all upgrades yourself.