In addition,
again historical. High-level castle has Catapults on different levels of the walls. They were much higher then attackers. So, although the range of catapults was the same as attcker's the influence of gravitation and height gave those catapults advantages. So, as I said before, they had to give the defence units some advantage depending on the Wall's level
Actually for the most part ships fought ships in boarding actions. Ballista were something you used in hopes of maybe softening a ship up to give your marines a better chance. The primary weapon for sinking a ship was a giant brass ram on the prow of your ship and the strength of your oarsmen to increase your ramming speed.
Historically infantry were the main force in any attack, the other units supported the infantry. Yet this game has no mechanic in place to make them serve that role. This won't change that.
Historically the reason infantry was they were 'cheap' (pike/spear units mostly) and adaptable to multiple roles even after you won.
Historically the time needed to train archers was extremely long (a good archer took years to train, english longbowmen were known for training five years before getting their place and that was in an age when living to be 30 was rare!). The resources required were heavy (bows were time consuming to make and required constant maintenance beyond that of somethign liek a pike or spear).
Historically siege units were used in small numbers with massive results. A single catapult could tear up a stationary target (like a town), it needed guards because no one in their right mind wanted to stand their and be pummeled with rocks, so they went out and tried to destroy it! Heck a town of peasants would have fled to their lords castle if a single catapult was raining death down on them because that was the lords job (protecting his people). He would then send forth a group of infantry lead by a mounted officer and possibly some archers if he had them. If it had no defenses they would kill teh catapult...
In the game however siege weapons can hit moving targets (not just archers, and defenses), so they can be sent solo as long as the math lets them take out the infantry/mounted units. Cavalry don't act like real cavalry and so make crappy support units for infantry (they rush forward and die unless they outnumber the enemy or go up against archers in Evony). While in rela life they'd attack and retreat or charge (cataphract/heavy cav) and grind right through the enemy lines! These units sole job was to make infantries lives easier, but Evony has no mechanics to show this...
Yea... every time you think you have it figured out how to play this game they change one of the more critical components and several people are F.U.B.A.R. I did see the patch notice 4 days ago, Didn't realize it would still be incurring changes a few days later. I will give this new patch a shot... but this is definitely going to push more and more people out of this game. Anyone see any work around on this? Maybe add mass warriors or something? This basically renders a lvl 10 NPC takeover nearly impossible now unless there is some other workaround...
This demonstrates yet another lack of communication between Dev's changes and the playing community. Granted there was a note about the rockfall's and log roll's being changed to become more effective. This is a more severe change to game play than a lack of medals or resource respawn rates. This one definitely takes the cake on all out sabotage of the essential game play mechanics. It seems there was no testing or consideration to the severity of these changes.
Note to game Developers/Liasons: PLEASE POST SPECIFICS OF SEVERE CHANGES ON FORUMS AND GIVE NOTICE VIA IN GAME MAIL PRIOR TO EXECUTING THEM
Patch notes were just posted 4 minutes ago; the first post in this thread was over 5 hours ago...
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