View Full Version : Potential general skills
Sir_Killemall
20.11.14, 13:10
The general skill trees I am sure are imminently being released ;) but maybe we could see -
Sword recovery, reclaim % of swords lost in battle, after each fight
Ranged recovery, reclaim % of ranged (bows/cannons etc) lost in battle, after each fight
Salvage expert, reclaim extra % of all lost weapons, after each fight
Battlefield medic, reclaim % of the units lost in battle, after each fight
Reduced travel time, reduce time to travel to/from adventures by %
Infiltrator, general ignores tower bonuses for all melee troops
Sharp shooter, general ignore tower bonuses for all ranged troops
Charge of the light brigade, general receives a bonus to cavalry units
Up close and personal, general and all melee units receive a bonus when only melee units are assigned
Stand off, general and all ranged units receive a bonus when only ranged units are assigned
Nearly immortal, general recovers from losses % faster
BAAAHHHHHJJJAAA
22.11.14, 02:44
Never gonna happen.
Skilling a General will defeat the object of this new battle system, and all the work BB have done to limit the strength of experienced players and the amount they can adventure.
Thejollyone
22.11.14, 09:00
some nice ideas :)
And the Parthian Warrior ability, where cavalry retreat to safety after attacking.
Or combining cav and bowmen to make a stronger 1st strike unit.
These are the sorts of things that should be looked at, instead of just trying to stuff up the game to slow people down.
i propose that generals get a skills tree specially the skill of travlin from a zone to another that shortens the time for normal generals and for BHG and other fast gens to learn some good skills like first strik would be really good as an example but the most important is that they get a fast travelling skill from a zone to another
Merged
My first question is are you suggesting different skill sets for slow and fast generals? My second question is how much faster would you like them to be ?
for the travling time specially the normale general it would be great if he takes less than 30mn let's up to 20mn to leave that fast gens are fast ^^ and for skills simple we can't geve all gens the skills if so any one can buy only normale gens and give them the best skills no need to purchas gens frm the merchant so deffrent skills is right but importantly time of travle for slow!!!
Why are the currently better generals only available for gems ?
I think the general skill tree is something already inplanned without ETA because they probably started it but never finished it/forgot about it so i hope this thread is a wake up call for them
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And if they make the "slow" gens faster it should be like 5 mins OR the should the the "fast" gens a little bit fasyer too. But if i should give all my ideas which could fit in the general skill tree i could make a new thead :)
Edit : maybe now i think it through i should make that tread to help the devs ^_^
the big problem is guides so some skills will affext them a lot !! so the short the travle time from a zone to another is the only one who can't affect them if there is any other skills we should have plz guys write them here for that BB might think about ^^ me is
skill that i would like :
less travlin time from a zone to another .
I like the idea alot. Huge+1.
Make the initial general worse and then with skills you can get stuf like
:more units, better hp for units under the command of general, better attack dmg, speed of the general, and special stuf like general is better at commanding soldiers, other at ranged units. Maybe the rly top of the tree could be even more specialized, so directly bonus for cavalry, recruits, soldiers...
separate the tree so that we can only pick certan buffs. So that you cant get super soldiers with more hp and dmg but you either get one or the other.
this way soldiers will be specialised for blocking, killing alot of units, finishing camps and so on.
Bluesavanah
01.03.15, 12:40
I think the science system would need a drastic overhaul before I'd endorse this, books take to long to build already if you have skilled up a few Geologists and Explorers. Things such as a queue in the bookbinder would have to come first, maybe even a new kind of book built in a totally separate bookbinder.
I'd really like Generals to travel faster to zones but this could be achieved far easier by upgrading a building such as the Barracks or introducing a new upgradable building such as a Dock.
acctually the building idea is good too but if we can a building speciall for generals where evry skill would need a certain time for the general to learn !! and using weapons not books in his training !
BAAAHHHHHJJJAAA
02.03.15, 05:11
People have been saying this since the Skill trees drops, support told me they have no plans to skill Gens in the future, and it probably is for the reason you state:
If players can skill a slow gen then there will be no need to buy a fast one.
that's why i've said the important one is time travle ! and if they will add some others skills they have to give the best skills to the fast to make a déffrence
The problem with speeding up the travel time to addies is that previously they tried that when they introduced BHGs and Vets and they could only do it by doubling the speed they do everything (or so the story goes…). The faster fighting time was unintentional, it was supposed to only be about travel times.
If it can be done without affecting combatl times that would be great, but otherwise you'd end up with a tavern general becoming the same as a BHG. Useless for blocking.
Did you want a time travel reduction just for normal generals or all generals?
al generals but the slow will always stil slow compared to fast ^^ after they learn the skill ^^
It would be different like geologists and explorers.
You can't choose what you want to upgrade. There is a linear upgrade line.
lvl1: 1 manuscript: 25% faster move to adventures.
lvl2: 1 manuscript: 25% faster come back from adventures.
lvl3: 1 manuscript: 15% faster recovery after defeated.
lvl4: 1 tome: 25% faster move to adventures.
lvl5: 1 tome: 25% faster come back from adventures.
lvl6: 1 tome: 15% faster recovery after defeated.
lvl7: 1 codex: 25% faster move to adventures.
lvl8: 1 codex: 25% faster come back from adventures.
lvl9: 1 codex: 15% faster recovery after defeated.
lvl10: 1 codex: transfer from point A to pont B as fast as in PVP the transfer.
Summary:
all cost: 3 manuscripts, 3 tomes, 4 codexes
details:
75% faster move to adventures
75% faster come back from adventures
45% faster recovery after defeated
Transfer from point A to pont B as fast as in PVP the transfer
We will get soon manuscript/tome/codex rarity prov. house recipes. It is time to upgrade generals.
These upgrades help us
- with loot spots
- with faster preparations betweens combats
Merged
TheVictorious
08.09.16, 06:30
producing tomes and codex are painful, we need somehow a faster bookbinder or queue for it at least, plus some drop from adv another than RtBN
but nice idea
Thejollyone
08.09.16, 06:58
producing tomes and codex are painful, we need somehow a faster bookbinder or queue for it at least, plus some drop from adv another than RtBN
but nice idea
new recipes for the rarity prov are coming with Excelsior, it will allow stacking but at a cost of more manus~tomes and tome~codex.
BB did announce some time ago about 'skilling generals' but suspect it was another carrot
How about a new buff you can make in your prov house to make your generals move faster when on adventures?
Merged.
and screw up all the block guides? no, ty
I know this has been posted so many times already, but maybe its time to push it further once again and here's hoping for some results...
Tavern Generals are in dire need of a Science Tree, I would not expect MMAs or Majors would need anything changed as it is, they are already very powerful and perhaps MMAs a little over powered.
As it is now we have to do so many Tailors/Alis/Ventures to level up to 75 and having to wait an (HOUR) to be able to do back to back Adventures/Ventures is a killer in its own way, I am limited to 0-4 hours per night to play and currently find it very frustrating not to be able to do back to back adventures because of waiting around for generals to return home and resent again.
Is it to much to ask for some improvements to the lessor generals, like Tavern Generals, BHGs, Reapers and so on to make them more useful than just transports for troops?
Reduced Tavern Generals travel time from 30 to 15, does not include fast generals...
% Bonus attacks
Added life to Generals
5% added complicity
At the end of trees something like Reaper General gains first Strike
Draculs General carrys more Knights/Cavalry
Having XXX general present buffs archer like units at adventures
% speed up all Generals walk time
Increased production times for XXX units
Theres loads of ideas (good and bad) that can be minor improvements that do not need to break the game, but just having slow generals traveling to adventures faster is something thats long over due and been needed many years ago.
Please post your ideas and lets see what comes about it.
Kioco
Merged
queen-vicious
30.10.16, 01:35
I'm not for it to be honest, i don't feel the need at all with the many kinds of gens we have (and more coming).
I do however think the travel times to adventures are far too long.
I can see no need for 30/15 min travel times - 10/5 would be plenty long enough, in my opinion it's just an unnecessary time waster atm
Thejollyone
30.10.16, 07:20
I think the MMA, MoD, Drac and the new upcoming Champions of Anteria generals (http://forum.tsotesting.com/threads/22358-Changelog-27-10-2016?p=43686#post43686) have all been introduced to the game purely because the General's skill sets would be too complex to meddle with individually on adventures
I agree with QV though, that the travel times may well be much simpler to introduce as a trade-off.
Other than speeding up travel time to and from adventures I don't think this is a good idea
I think the MMA, MoD, Drac and the new upcoming Champions of Anteria generals (http://forum.tsotesting.com/threads/22358-Changelog-27-10-2016?p=43686#post43686) have all been introduced to the game purely because the General's skill sets would be too complex to meddle with individually on adventures
I agree with QV though, that the travel times may well be much simpler to introduce as a trade-off.
Based on my reading about the Champions they are prototypes for the General Science. Based on what I've read I would say we are less than a year away from seeing General Science on the live servers.
Smiffy2204
30.10.16, 10:54
We don't need skills for generals it would make the already skilled ones pointless. faster travel times are needed though maybe a buff in the shop to permanently half a generals travel time, more speed for us more cash for bb everybody wins :)
topgearfan
30.10.16, 13:24
Dont say you dont need stuff if you dont know what it is :)
General Science is coming, first hint was the alternative way to produce books.
It is confirmed on test server forum that it is in (early) development.
As topgearfan said, this feature seems to be in development as we speak, from the test forum comments made by BB on the discussion about the new Chirstams Generals, seems that they will be the way BB is using to see how diferent general skills affect the overall game, kind of a way of testing some skills at a time. I reckon we will see this feature added maybe on a later expansion next year, maybe even with specific generals attatched and specific aventures.
If you guys want to know more check the tets forum, some really good info on what BB is thinking about doing on the Christmas Generals Discussion thread.
I know this has been posted so many times already, but maybe its time to push it further once again and here's hoping for some results...
29626-Potential-general-skills (http://forum.thesettlersonline.com/threads/29626-Potential-general-skills)
Merged
"Tank": If a general attacks several camps in a row, lost defender units are replaced when the travel to the next camp is continued. The number of "refills" is limited by the skill level.
Example: General attacks camp B. On the way to camp B, he is intercepted by camp A. After the victorious battle, the defender units are replaced and the general continues its way to camp B.
Basically, the skill is a time saver, not a game breaker. The tactical challenge is to find setups for generals that allows them to benefit from this skill.
In order to make this skill work, the player must have enough units of the required kind that are not assigned to any general. Otherwise, the skill won't kick in and the units are not replaced.
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