Gunner24 wrote:
Sorry M, I've read the above several times and I have still lost the plot here.......
I'm really not sure what you are suggesting.....I think it's NO howitzers - which is ok with me as I don't use them any longer anyway.
But now what are you suggesting you do with cannons ?.
Ahh, I blabber way too much, and in the end no one knows exactly what I'm blabbering about hehe.
Gunner24 wrote:
Again, sorry, but it's not clear, cannons with no cannister ?....is that it ?.
Yep.
Gunner24 wrote:
If so, no problem from me with that as it's the same for everyone, but it is reducing player choice - which does not sound good.
For me I'd simply change the howitzer stats/number/cost to somewhere BETWEEN where they used to be, and where they are now....before they were too good, now not good enough, so all we need is somewhere between the two - easy ?????, or not ?.
Its not that easy. I'm sure I've nutted out why it is that players choose -either- cannon or howitzer but not both. The reason is that only 2-3 unit slots will ever be allocated to an artillery battery (sometimes only 1!). I can do what I want at the back end with the stats but this end result is the reality.
If I make Howitzers more attractive then folks will buy those and not the cannon. I doubt its even possible for me to make them equally attractive
So, the idea above is that if the secondary fire of -all- cannon batteries becomes howitzer shell then you don't need to make that choice. You have shell when you want it and you have roundshot when you want it - no hard choices to be made when selecting units.
I'm trialling the idea now in behind-the-scenes CB v4 work and its bloody difficult to make this work, I didn't expect it to be, but there you go. Nevertheless, I'll find a way.
What do we think? Would the loss of canister ability throughout the game cause you to buy in no artillery at all??
Moo.