Orcs Tech - Expert Plunderers DISCUSSING

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Sunrise Samurai
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Sunrise Samurai »

Too weak. Burning does a total of 20 damage to a structure per instance, if it isn't healed before it runs it's course. Compare to a master orc warrior's​ attack, complete with bonus damage against buildings.
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Alexander82
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Alexander82 »

Yeah. Too bad i liked my lovely goblin raider xD

I'd really like a lot to have implemented this raiding feature.
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Stratego (dev) »

i think i am not getting what was the exact idea here,
a) by the name i think it was the moneyman concept,
b) but the description was some kind of increased demolishing ability.

- so which would be the main ability here? both?
- which orcs will be affected by tech? all orks? (i presume)
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Sunrise Samurai »

It was a pretty broad idea, about giving orcs some sort of advantage​ when taking out enemy bases.
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Alexander82
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Alexander82 »

Now it is the money courier idea the one i want to stick with.

It should affect every units. Like massive walls that improves every building.

When a orc player conquer a tc it spawn a goblin raider.
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Savra
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Savra »

Maybe make it somewhat like a scavenger, an extra ability for goblins, requires goblin shout, the goblins can turn a corpse into a goblin plunderer like a ghost vessel can with any corpse. It becomes still a money courier unit.
@Alexander82 does that solve the problem a bit more?
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Lynx Shafir
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Lynx Shafir »

Still better make it an separate unit.
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Savra
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Savra »

It will still, the goblins would be the only ones who bring scavengers with them. It would look wierd for a goblin to abandon all his equipment just to bring back enemy ones.
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Savra »

It the tc capturing idea can work then this unit should be ready?
Stats:Elite
Goblin plunderer
Cost:0
Image
Hp:8
Atk:3
Rng:1
Sight:4
Spd:3
Arm:0
P.arm:0
Removes 2 turns from unit.
Res:0%
Effected by goblin shout.
Tech researched at tc
Tech:
Expert plunderers

Cost:5
When a orc unit captures a tc, it produces 1 goblin plunderer.
Image
In a way, it would be no different then undead getting a ghost vessel and producing treasure ships. The difference is the goblin is more vulnerable.
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Savra
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Savra »

This ready?
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Lynx Shafir
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Lynx Shafir »

2 turn reduction is much.

Already cheap and strong units now .


Also new TC capture is enough limited for uses.
It's For late game cos research.
And only once.


(this kind units need regular *training*cos tavern mod to hire merch units, heroes)

Summon thing an extra way to gain

But u can train them in regular way in TC for 3 turns
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Savra
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Savra »

Mercenaries will get in yes, but the orcs having good units already wouldn't need the mercenaries as much as the other races do. Orcs do well in combat on their own, the plunderer goblin is just to get the big units in quickly and the tc idea makes it more harder to use so you would have to prioritize what needs the extra turn reduction. I doubt orcs would try and plunder from their own villages. :lol:
The goblins weak enough to be killed by an archer anyways so the chances aren't as good as other races.
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Lynx Shafir »

It's not about finding logic

(though ork tribes are warring and that's war loot ;))
It's about equal chances and mod access
U want to play merch mod as ork u need this.

(also bandits may be hired)
And future uses.
.
Also if wanna speed up research.
U need access at ur Base

No more explanation
So don't debate accept it.

One upgrade
Of course this allows to research the tech to gain them via capturing TC.

Cost 2-3

HP 12
Attack 4
Range 1
Speed 3
Sight 3
Arm 0/0
Res 100%

Abilities :speed up construction by 1
(for now)
Last edited by Lynx Shafir on Thu Nov 29, 2018 7:25 am, edited 1 time in total.
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Savra
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Savra »

So the orc tech pillaging would still be required? Otherwise the rest seems ok.
If we do the goblins through tc then cost wouldn't be needed, if through your tc then cost could be 2 and production speed up can be 1 still.
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Alexander82
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Alexander82 »

I'd like to recover that idea for implementation together with elven wisps
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Alexander82
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Alexander82 »

I think we might either implement it as it is or divide it in 2 different ideas:

2 techs (1 orc and 1 goblin)

Perfect plunderers:

It unlocks plundering action for all orcs and their subs (no goblin, giants and trolls will be touched). When you use plundering action you temporarily have lowered attack (50%) but if you destroy an enemy building it spawns a goblin plundered. The action is free (gives back the action on use) and it lasts only for the current turn (that also means that they have halved attack during all the following enemy turns).

The attack decrease represent the fact that the orcs aren't just destroying blindly everything but are more carefully ransacking the place.

When a unit under plundering effect occupy an enemy TC it also drops the plunderer.

To plunder a building the plundering attack must be the final one, otherwise the next attacker simply destroy the building

Goblin looters: It requires Perfect Plunderers. It unlocks the looting action for goblin units. this action is basically like a summon action that expend a corpse to "summon" a plunderer in place of the corpse (melee range only). Maybe with a failure chance.
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Savra
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Savra »

Interesting.
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