Big Huge Suggestion

Houkai

Approved user
Joined
Dec 1, 2016
Messages
113
I am sure that the devs will not read this, let alone provide feedback. However, since I done it anyways, here is a compilation of my DomiNation fantasy. In case something is not clear, I am willing to provide clarification/context. I tried to keep the suggestions balanced. However, I do realize that my idea of balance can be quite distorted.

PS. I haven't suggested a new Nation, since I don't want to stir things up :D Although I can do that in great details from historical/gameplay point of view. HINT: Game needs another Mediterranean Nation with access to special heavy cavalry unit to equalize things up(3x3x3 - unit type, architecture, historical presence).

PS2. I am fully aware that mixing some suggestions is a recipe for disaster (Brewery and Farm/Caravan update)

Without further ado -

.:BUILDINGS:.
Healing Hub [Heals nearby defenders]
Statistics:
Range: 4
Heal per Second: ???
Size: 2x2

Availability:
Medieval Age [Healer Hut]: 1 building
Gunpowder Age [Infirmary]: 1 building
Enlightenment Age [Infirmary]: 2 buildings
Industrial Age [Infirmary]: 2 buildings
Global Age [Field Hospital]: 3 buildings
Atomic Age [Field Hospital]: 3 buildings


Tunnel Network [Allows instant defender travel between 2 entry points]
Statistics:
Range: NA
Size: 3x3

Availability:
Enlightenment Age [Tunnel Network]: 2 buildings
Industrial Age [Tunnel Network]: 2 buildings
Global Age [Tunnel Network]: 3 buildings
Atomic Age [Tunnel Network]: 4 buildings


Pit/Ditch (trap)[Stuns enemies that step on it]
Statistics:
Range: 2
Stun Duration: 1 second
Size: 1x1

Availability:
Global Age [Pit/Ditch]: 2 traps
Atomic Age [Pit/Ditch]: 3 traps (+1 additional second to the stun duration as well)


Brewery [Reduce build and upgrade time] {Happy people, Happy leader, Happy time}
Statistics:
Size: 3x3
Time reduction: 2% per level

Availability:
Gunpowder Age [Brewery]: lvl 1 - lvl 2
Enlightenment Age [Brewery]: lvl 3 - lvl 5
Industrial Age [Brewery]: lvl 6 - lvl 7
Global Age [Brewery]: lvl 8 - lvl 9
Atomic Age [Brewery]: lvl 10


Warehouse [Stores gold, food and oil shipments]

Statistics:
Size: 3x3
Storage Capacity: 50 per level

Availability:
Industrial Age [Warehouse]: lvl 1 - lvl 2
Global Age [Warehouse]: lvl 3 - lvl 4
Atomic Age [Warehouse]: lvl 5


Detention Facility [Defeating opponents in Multiplayer grants POWs which are held at the Detention Facility]
Statistics:
Size: 3x3
Storage Capacity: 10 POWs per level
Mechanics: Each POW generates ??? gold, food and oil per hour.

Availability:
Gunpowder Age [Prison]: lvl 1
Enlightenment Age [Prison]: lvl 2
Industrial Age [Prison]: lvl 3 - lvl 4
Global Age [Internment Camp]: lvl 5
Atomic Age [Internment Camp]: lvl 6


Mercenary Lounge - Extrapolating on the mercenary aspect of the game. Allowing players to gain reputation with merc organizations(throughout history) and as such, gaining access to more advanced mercenary troops(akin to the organization you gain rep with). Leveling the building allows access to greater variety of merc organizations to chose from. New mercenaries become available for recruitment at the Mercenary Camp. No specified statistics are available for that building or mechanics for gaining reputation(maybe quest like thingy)... The reason is that I am lazy… deal with it.


.:UNITS:.
Controller [Disables group of identical defenses]
Statistics:
Build From: Factory
Mechanics: Rushes to the nearest defensive building and disables it alongside the rest of that building type. Defenses do not shoot the Controller, but defenders will overwhelm it if not protected. If the targeted disabled building is destroyed by your army, the Controller goes for the next defensive building nearby.
Strength: Good at disabling problematic defenses such as Mortars.
Weakness: Easily overwhelmed by defenders. Cannot bypass gates(an ability to do so can be added to library)

Availability:
Cold War Era [Agent]
Future Ages [Hacker]

Demolisher (a.k.a Glorified Wall Breacher that eats Oil) [Destroys a wall segment and releases a chain explosive rippling alongside the enemy walls]
Statistics:
Build From: Factory
Mechanics: Initially acts like a Wall Breacher. When a segment of wall is damaged, a fuse(chain) is released left and right of the Demolisher rippling through walls. When the chain meets wall branching, it forks. When 2 chains meet, and AoE explosion occurs, damaging the wall segment and nearby buildings.
Strength: Good at destroying distant buildings placed near walls
Weakness: Initial wall damage multiplier is lower than the Wall Breacher

Availability:
Atomic Age [Demolisher]


.:Tactics:.
Sweep [Reveals and disables traps]
Statistics:
Build From: Academy
Range: 2
Upgrade: +0.5 range per level

Availability:
Atomic Age [Sweep]




.:Alliance Leveling Perks:.

Description: Alliances gain the ability to level up. Instead of EXP, progression can be counted via Glory. Each level the Alliance achieve, the members will be able to select one of the available perks for that level. There are 3 perks per level available. Changing a perk with another one from corresponding level costs crowns.


For the purpose of reviewing/selecting perks, the dedicated building can be either Alliance Gate or the Outpost.


Level 01

People’s Heroes [ Lowers Generals recovery time]
Logistics [Lowers tactics training time]
Underground Vaults [Increased Vault capacity for gold, food and oil]


Level 02

Brothers-in-arms [+???% ATT/DEF for donated troops] {Affects you as the receiver of the troops}
Fervor [Donated troops are immune to Betrayal] {Affects you as the receiver of the troops}
Training Efficiency/Lend Lease{I could not decide on the name due to an achievement of the same name} [Refund the cost of donated troops] {Affects you as the donator of the troops}


Level 03

Pillaging [Bonus trade goods found during WW attack]
Supply Lines [Bonus trade goods mined]
Black Market [Reduce trade good cost for mercenaries]


Level 04

Scorched Earth [Enemy suffers ???% ATT/DEF penalty during WW only]
Spoils of War [WW Loot bonus]
War Effort [Reduces army training costs]


Level 05

Combined Effort [2 bonus citizens]
Industrial Planning [Reduce build and upgrade timers by ???%]
Imperial Ambition [+5 Army capacity]

I am too lazy to get it to level 10 :D Hence, the good stuff is at level 05.



.:Miscellaneous:.

New trade good: Rubber - Obtained from Oil seeps. Oil seeps much more frequent.

Each farm and caravan will give 0.05% building time reduction per level. As such, when having them maxed:
Caravans: 8x16 level = 6.4%
Farms: 8x16 level = 6.4%

The total net gain of building/upgrade time reduction will be 12.8%. This will incentivise people to level up their farms and caravans while keeping the percent low enough as to not be a game-breaker.


.:Great Building Revision/Rebalancing:.

Bronze Age
Hanging Gardens - Effect should be global to match Stonehenge. And to give it competing chance, it should have a button that allows 2 citizens to clear every mine and tree at once. Saves time…
Pyramids - Effect should be global to match Stonehenge. Food cost reduction for building/upgrades is also welcome.

Classical Age
Terra Cotta Army - Instead of summoning the army once a day it should now give you a troop tactic once a day that you can then place in the Stronghold. That way, this wonder will see the light of day once again.

Gunpowder Age
Taj Mahal - Stolen Loot bonus should be increased to at least 10%. In addition, it should provide Mercenary Contract once a day instead of a random mercenary.
Temple of Tikal - Refund should be at least 10%-15% and Good storage capacity should increase with ages.

Gunpowder Age
Statue of Liberty - Oil per day should be at least 3000-5000
 
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