please make the egyptian a.i. act more like a real egyptian civ, and not some everyday a.i. who sends a few spearmenbefore crawling into a ditch anddie. the preist of ra actually needs to empower the tc, there should be more priests of ra's in general, to go with thier storage houses and barracks. we need to see some more slingers, more camels.espicially the camels, how could you not add the most signature egyptian unitto the a.i.?
the a.i. should atleast be able to live to age 3, and show off some elephants and chariot archers, as well as a preist of set or 2,against thetwin sea people's, a kind of clash between the titans, if you will, one which the mighty egyptians will lose if you dont hurry up and defend it. please dont make this another "start with a pathatic a.i. that can defend itself" quest, whevebeen doing these quests for a while now, give us something tangible, a reall ally we canrely on.allow it to grow, and if we defend it, get stronger, build some farms and walls, even reach age 4 if it lives long enouph and you havent killed the enemy a.i. by then, so we can see some armouredelephant/elephant archer action.
dont make it too easy andlettheegyptians killoff the seapeople, but dont make it sooo onesided where theycan only access 2 units before dieng pathetically.its depressing, it really is.maybe take some cues of gameplay from your balance team, so lower lvl egyptian players could learn a thing or two from it. also advertises the awesomness and uniquness of egyptians, so greek players dont think its just another puny civ with typical spearmen/axes.
maybe you could have a side quest, where if your scout finds an aclove of some egyptian elephants/troops under a rogue general, which canbecomes yours if you tribute some food and gold? just a thought to liven the mood upand add some pizzaz(and elephants!)to an already typical quest
meh, good enough. just my rant on how i feel about the quest, thanks all for taking the time to read it
|||Agreed, the quest isn't all that interesting, and it is very repetitive. I suspect some very limited programming/coding time was spent on this quest. The designers probably thought players wouldn't care that much...but we do care. A lot.
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