Roadmap

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This roadmap will highlight the difference steps that are going to be taken to change some of Empires gameplay. None of this is final and there will be no dates.

Current

We are currently testing Trickster's scripts changes which focus on changing Infantry and early game vehicle dynamic.

  • Reduction in cost for AFV/LT (-50) and APC (-100)
  • Increase in cost for commander turrets(+25)
  • Reduction in cost for Armouries (-25)
  • Re-introduction of the BE Burst Rifle and Machine Pistol, damage and magazine sizes increased to compensate
  • Head-shot multiplier on all weapons reduced to 2x (3x for Scout rifles)
  • Bullet damage falloff distance on all weapons changed from 5000 units to 10000 units, minimum damage changed from approximately 75% of max damage to 50% max damage
  • Concussion grenade damage increased from 20 to 40
  • Shotgun damage per pellet increased from 15 to 20 (all 3 shotguns)
  • Increased Command Vehicle's Armor damage multiplier from 0.75 to 1.

Phase I

The first phase of those changes is to remove all extra 2/3 slot copies of weapons, they do not offer anything more to the game and make weapons that were 3 slot only feel like any other weapon.

Part I

Removing all the extra weapons

  • Removed Weapons (and their research)
    • Default
      • 1 Slot Artillery Cannon
    • Physics
      • 2 slot Plasma Cannon
      • 3 slot Extended Range Cannon
    • Chemistry
      • 3 slot High-Explosive Cannon
      • 3 slot Upgraded Missile Launcher
    • Electrical
      • 2 slot Railgun
      • 3 slot Guided Missile Launcher
      • 3 slot Homing Missile Launcher
      • Salvo Homing Missile Launcher
    • Biological
      • 3 slot Biological Cannon
      • 3 slot Biological Missile
  • Removed Armor
    • Capacitive

Part II

Making it so tanks can only fit one weapon per slot.

  • Chassis
    • Armored Personnel Carrier
      • Maximum Grenade Launchers changed from 2 to 1.
    • Medium Tank
      • Maximum Missile Launchers changed from 2 to 1.
    • Heavy Tank
      • Maximum Machine Guns changed from 2 to 1.
      • Maximum Missile Launchers changed from 6 to 2. (3 to 1 for BE)

Part III

Adjusting the values of the remaining weapons to fit the new balance, making 3 slot weapons an actual third tier.

Phase II

Phase 2 will focus on re-ordering some of the research and adding new weapons.

Part I

Part one will be changes to the research tree.

  • Physics
    • Extended Range Artillery Shells will have its own research under Projectile Physics
    • Depleted Uranium and .50cal Machine Guns will be separate researches
      • Depleted Uranium Machine Gun will be 2 slot only
    • Plasma Machine Gun will be 3 slot only
  • Biology
    • Replace Biological Weaponry by Chemical Dispersion and Projectile Coating
      • Projectile Coating
        • Biological Cannon
        • Biological Machine Gun
      • Chemical Dispersion
        • Biological Missile
  • Electrical Engineering
    • Homing Missile will be 3 slot only
    • <new research name>
      • Salvo Missile Launcher
    • Remove Upgraded Turret Research
  • Chemistry
    • High Explosive Artillery shells will have its own research under Improved Detonation Compounds
    • Removed Salvo Missile Launcher from Upgraded Missile Launcher research
    • High-Explosive Machine Gun will be 3 slot only
  • Structural Engineering (new tree)
    • MG Turret Level 2
    • ML Turret Level 2
    • Advanced Turrets (need a proper name)
      • MG Turret Level 3
      • ML Turret Level 3

Part II

part two is adding new weapons

  • Physics
    • Plasma Grenade Launcher
      • Research will be under Superheated Materials Physics
  • Chemistry
    • <insert name>
      • Research will be under Improved Warhead Compound
      • 3 slot Missile Launcher that generates 4 explosions in quick succession
  • Electrical
    • Salvo Grenade Launcher
      • Fires 4 grenades in quick succession
      • Research will be under <insert research name) (same as Salvo Missile Launcher)
  • Biological
    • Biological Grenade Launcher
      • Research will be under Chemical Dispersion

Part III

Balance