#Enhance Scout Utility and Streamline Paving Mechanics

1 messages · Page 1 of 1 (latest)

worn scaffoldBOT
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Feedback created by @stuck cipher

Summary

I feel that the scout hero and scouting units have lost their effectiveness since the outpost disappeared. The current manual paving system is also quite a chore, and I think there's a real need for new, more flexible paving options. I've got some ideas for how scout skills and units could be re-imagined to provide advantages like faster capturing on level one tiles, the ability to skip higher-level tiles, extended vision, and even a deployable scouted zone for capturing unlinked tiles, similar to artillery, but with careful balancing for range and cooldowns.

Explaining Why

  • The scout hero and scouting units became less useful after the outpost was removed.
  • The current manual paving process is too demanding, requiring frequent connections (at least every 30 minutes).
  • This high activity requirement makes it difficult for more casual players to keep up and organize their gameplay effectively.
stuck cipher
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Original message

Currently the paving is laborious, requiring to be connected every 30min at least. not everyone can be that active and more casual player could not organise easily to compensate that activity requirement.

The scout hero along with the two scouting units have lost their usefulness after the disappearance of the outpost. The game would need new paving options instead of the manual paving done at the moment. the scout skills (main and retire) along with the scouting unit should provide advantage like :

  • reduced capturing time on level one tiles,,
  • skipping an level 2 or more tile,
  • extended vision range,
  • a deploy skill (similar type to the one of artillery) providing a scouted zone where any tile can be captured even if not linked. It would within a limited range like 2 or 3, with long cooldowns on deployment and recharge to avoid exploit
hot mauve
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I'm confident they removed the Outpost feature because we have been using that to cross borders via Transport Planes 😂😂😂

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So not so sure if they can implement the extended vision range

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On Season 2 using England Civilization Scouts/Patrol can skip tiles when paving

stuck cipher
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the extended is already implemented, patrol unit has it

hot mauve
stuck cipher
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also outpost exploit, what i forgot about my deploy scouted zone would need to be done on an allied captured tile

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for the range the code exist so at worst it's a matter of copy-pasting or changing a fixed value to a variable

hot mauve
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The crossing of borders involves areas still locked by milestone btw

stuck cipher
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i think the code of linked cities might allow for that. also i remember that at one point there was limitations in establishing an outpost. (i once tried to jump above the mountains from fertile crescent to arabia in eu s1 and the outpost command was blocked

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other wise it's just a matter of blocking tile targeting in specified zones

hot mauve
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Well for APAC side we have been using Outpost to drop armies to FC 😂😂😂

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Via Transport Planes

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We have been farming Barbarians there 😂