im actually wearing a Halloween hat again, dont get it confused..forum is just displaying me wrong again
got one of these too
land an attack 1 sec before nightruce or 1 sec after
Ive said it myself too that I think new tribe is a dull option for game improvement, but then again when adding a new tribe, also some new game mechanics could be added so I did a little brainstorming
So you want defensive players to have the normal bonus plus the bonus of the village/city they defend in case it is not their home village, is that right?
just the bonus of the village they are in...no adding
If ever there still happens to be a chance for a new tribe then here is my vision of it...
They have only 6 different normal units and some sort of ram, catapult,settler and senator so 10 in total like any other tribe
..The 6 main ones im gonna elaborate on a little:
They are a falconer, 2 dog training warriors, slingshotter, an elephanteer and a mounted chariot .
Names pretty much say what the idea is about.
The whole tribe could be animal, scouting, raiding and reactive defense oriented so newcomers get the taste of pretty much all that travian has to offer in one package just like gauls.
Hero Is able the tame animals when caught with cages, but only 1 for each of his level. The tamed animals can then follow hero on attacks.
Im not gonna delve into the training times and cost since I believe these would have to be fine tuned to the troop stats and relation to other tribes in that matter.
I present to you -The Falconer-
What makes it different from the other scouts is that it has options to also send raid/attack along with scouting so there also has to be some attack points it possesses..I imagine it to be a cavalry unit who is accompanied by an eagle like mongols used in battles to tear enemies off their horses.. read this while thinking of the name of this unit...which also makes it logical to have more cavalry defense than infantry aswell with the "eye in the sky"so to differ even more from the other tribes. Id make the stats 2 in crop consumption, 20 attack, 65 inf def, 80 cav def, 11 speed
Since the unit has also a horse and a bird, then the hero weapon should have +9 stats for falconers to make them really exotic.
It ought to have 2crop consumption I think and a calculated right price.
The second cavalry unit acher in a spiked wheel chariot with a driver and is worth 3 crop per hour.Speed is 8, att is 130, inf def 120 and cav def 80.
The third cavalry unit has actually an elephant and it has 5 crop consumption. This is called the Elephanteer
The elephanteer goes hand in hand with the special building of the tribe. The special building is ballista workshop which mounts elephants with ballistas that shoot chains over the enemy walls to get ladders up faster on sieges so it either enhances the rams or just enhances 1% of wall defense evasion so when they attack level 9 teuton wall with level 20 special building then there appears to be no wall for those attackers.
Elephanteer has -5crop, 300 attack, 300 inf def and 300 cav def, 7speed and plenty of room for loot.
There is 3 types of infantry ,2 have dogs besides them and the most basic unit of the tribe would be slingshot wielder
First dog masters are called the Molossian hunter and they are the fastest moving infantry thanks to their dog, speed is 8 f/h, att is 75, inf def 55 cav def 20. The Molossian hunter also has a special ability...for every 10 troops, their dogs are able to deflect 1 gaul trap...so lots of them start evading gaul traps.
The second type of canine aided infantry is called the Lakonian strikers.
It is a team of 2 archers and a dog. Crop consumption is 2, speed is roughly 9 f/h, att 110, inf def 90, cav def 75
For 2 crop consumption the hero weapon is also +6 on stats there.
Both of these infantry units with dogs are offensive and fast as you see and vulnerable to cavalry attacks, but also excel at infantry def..would make it a tribe that might want to use offensive troops defending when a bit faster version of praetorian is necessary and combine the active attacker and deffer in same tribe.
Because of the game intro I thought the tribe ought to have a basic unit and suitable choice could be a slingshotter.
The slingshotter is extremely cheap and fast trained unit that have only 25 attack, but its has inf def about 35 and cav def around 55.
Id like to combine extremes in this 1 tribe so a player could choose whichever way he wants to play..the costliest troops the elephanteer and cheapest slingshotter both in same tribe. They have either options to go for scouting, defensive or agressive and also easy to make hybrids of all playing styles.
Thanks to the dogs and elephants this tribe is able to carry siege weapons faster so they get +1 speed on both siege weapons.
Came up with all those stats on the go so they might be off of a working model, but in a general sense these are thee kind of implementations i would like to see. Also im being possibly too generous in giving too strong stats for this tribe in an aternate version of travian.
Would be cool if these big fireworks could be used as cannons to blow up enemy walls easier...like travian advances to the next age in some alternate universe of BBash and give cata buff instead of night truces..
...Just another idea that should belong to ideas and suggestions topic
I just thought of a what if idea..that also touches on the subject of blacksmith/armory revival.
What if when smithy can be destroyed and the bonus of troops disappears with it aswell. Player can rebuild the smithy but the bonus will only be on the level that the smithy is...so player needs to have level 20 smithy to have 20 levels of att or def bonus.
This sound outrageously bad debuff and also 1 building spot gets lost, right...
The catch is that your troops can also receive the bonus of the smithy of another player.
So then all of the attackers need to have smithy to 20 , but only the most important of defended villages high as possible.
This might seem to favor the trend of defensive and laid back style of travian, but it also buffs the active and offensive players to have an edge in attacking players side villages
Actually this makes even less gems necessary to max out a specific item, but then again player probably wont get so much gems during server. With current system ive even run into this problem of having too much of the same type of gems.