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Unit/tech capabilities II (COLLECTING)

Posted: Fri Aug 17, 2018 9:41 pm
by Stratego (dev)
Unit/tech capabilities II

please suggest here the new ones

Re: Unit/tech capabilities II (COLLECTING)

Posted: Fri Aug 17, 2018 10:10 pm
by makazuwr32
Lynx Shafir wrote: Mon Aug 06, 2018 6:14 am Suggestion-

"attack tipe what modifies unit position "

Self and enemy.
Eg. Knock back, shild dash - back move according to attack direction
What drag closer eg lasso, kusarigama. Tentacles.
Explosion effect.
cannon moves back when fires
And such.
makazuwr32 wrote: Mon Aug 06, 2018 8:26 am New research effect: incompability – if you research one thing it auto locks research for other and vice versa.
For a start.

Re: Unit/tech capabilities II (COLLECTING)

Posted: Fri Aug 17, 2018 11:53 pm
by Gral.Sturnn
Terrain advantage.

Units over high terrain gain 2 sight and 2 reach

Re: Unit/tech capabilities II (COLLECTING)

Posted: Sat Aug 18, 2018 4:35 am
by godOfKings
Gral.Sturnn wrote: Fri Aug 17, 2018 11:53 pm Terrain advantage.

Units over high terrain gain 2 sight and 2 reach
melee units dont get two range, how do u expect a swordsman to atk someone down the cliff, throw his sword at the enemy?

Re: Unit/tech capabilities II (COLLECTING)

Posted: Sat Aug 18, 2018 5:40 am
by getfreur
Shildwall, units with shilds give 1+ armor, but -1 in movement In a one tile range to every direction, can only affect the same unit.

Re: Unit/tech capabilities II (COLLECTING)

Posted: Sat Aug 18, 2018 6:19 am
by Tankhead
Confused affect - attacks anything close to unit ( either allies or enemies and even neutral ) reverts back to normal self with dispel or up loss

Charm affect- temporarily has an ally fight for enemies. Reverts back with dispel or hp loss

Not sure I placed this in the right topic

Re: Unit/tech capabilities II (COLLECTING)

Posted: Sat Aug 18, 2018 6:29 am
by makazuwr32
Yes. right one.

Re: Unit/tech capabilities II (COLLECTING)

Posted: Sat Aug 18, 2018 2:09 pm
by Gral.Sturnn
godOfKings wrote: Sat Aug 18, 2018 4:35 am
Gral.Sturnn wrote: Fri Aug 17, 2018 11:53 pm Terrain advantage.

Units over high terrain gain 2 sight and 2 reach
melee units dont get two range, how do u expect a swordsman to atk someone down the cliff, throw his sword at the enemy?
No only ranged units

Re: Unit/tech capabilities II (COLLECTING)

Posted: Sat Aug 18, 2018 2:48 pm
by Lynx Shafir
getfreur wrote: Sat Aug 18, 2018 5:40 am Shildwall, units with shilds give 1+ armor, but -1 in movement In a one tile range to every direction, can only affect the same unit.
.
for shielded formsation I think have it in legion training for Roman units in groups
May call it formation strategy and expand it for other unit and formations.
Need further ideas to this. collective

But what others think.?

And similar :if unit is behind a wall gains plus armor.
(Wuld be more realistic if gains fog or miss but that ruins many campaigns)

Re: Unit/tech capabilities II (COLLECTING)

Posted: Sat Aug 18, 2018 2:59 pm
by Lynx Shafir
Gral.Sturnn wrote: Fri Aug 17, 2018 11:53 pm Terrain advantage.

Units over high terrain gain 2 sight and 2 reach
May as a coterrpart of "terrain effects on stats" (already suggested) and enable disable map settings otherwise some ranged units would gain irreal range.(early expansion elf are already in advance in small maps)
Also have to work in "from hill to plain" and not "hill to hill" shot way.

Still unsure about it.
But if only Archer(so no mage for inst) tipe and can turn off than ok

Re: Unit/tech capabilities II (COLLECTING)

Posted: Sat Aug 18, 2018 5:46 pm
by Gral.Sturnn
Lynx Shafir wrote: Sat Aug 18, 2018 2:48 pm
getfreur wrote: Sat Aug 18, 2018 5:40 am Shildwall, units with shilds give 1+ armor, but -1 in movement In a one tile range to every direction, can only affect the same unit.
.
for shielded formsation I think have it in legion training for Roman units in groups
May call it formation strategy and expand it for other unit and formations.
Need further ideas to this. collective

But what others think.?

And similar :if unit is behind a wall gains plus armor.
(Wuld be more realistic if gains fog or miss but that ruins many campaigns)
we should really implement somekind of formation bonuses

Re: Unit/tech capabilities II (COLLECTING)

Posted: Sun Aug 19, 2018 7:00 pm
by LordOfAles
Technically, it is already benefitable to put units into formation. If you form square formation with swordsmen in narrow passages only 1 swordsman will be hit at the time and replaced with more healthy one, while, if you have healers, swordsmen that got hit can heal. This is very useful if reinforcements are on the way. If you form phalanx formation with knights they will split enemy army into 2 parts (unless they have durable anti-cavalry units) and will be pushed into 2 directions allowing ranged units to strike from cover for example. Etc.

Re: Unit/tech capabilities II (COLLECTING)

Posted: Sun Aug 19, 2018 7:13 pm
by Gral.Sturnn
I usuakly do that but theres should be someting deeper

Re: Unit/tech capabilities II (COLLECTING)

Posted: Sun Aug 19, 2018 8:11 pm
by godOfKings
For me, thanks to the advent of wagons, I have already left the era where formations were a thing, now I only do ambushes, bait enemies with empty wagon then send a wagon filled with their counters to kill them all in just one turn


Sometimes I just hate myself for knowing too well how to play this game, my play style is nothing like the medieval generals of war

Re: Unit/tech capabilities II (COLLECTING)

Posted: Tue Aug 21, 2018 9:20 am
by makazuwr32
More unit abilities suggestion:

1. Windwalk: Activable ability that makes unit invinsible for few turns. autobreaks if unit attacks or uses any active ability; adds 100% bonus damage to attack if broken that way (multiplied by bonus to units if has any).

2. Magic shield: Passive ability that reduces damage from melee/ranged/magic by %. can be only by 1 of 3. It takes into account only after damage was reduced by armor.

Code: Select all

Total damage:
T = (D + D*B - A)*(1 - M); where 
T - Total damage dealt to defending unit
D - Base damage of attacking unit
B - Bonus to enemy unit, %
A - Armor of defending unit
M - Multiplier of damage reduce for that damage type, %
3. Moon strike: Passive ability that allows to strike additional units for portion of base damage in range of main target. Difference from power range is that it strikes only limited amount of units inthat range.
What i want to see if possible targets amount is 2, Range is 2, Damage dealt to additional targets is 25%
Disposition;
N N E4 N
N E1 N N
X D E2 N
N N N N
N E3 N N
Unit X attacks unit D, randomly chooses 2 units from targets E1, E2, E3, E4 and deals 25% of its damage to them, that is reduced by armor if chosed targets have any, can be dodged or multiplied by bonuses if X has againt them.

4. Taunt: Unit taunts all enemy units in some range around him to attack him. Taunted units can't be controlled for few turns by any ways and are forcibly attack taunter unit. Can't be disenchanted but affected by spell resist.

5. Channeling spell: spell must be channeled to take effect for few turns. Unit can't move or use any abilities during this or spell will be interrupted.
5.1. Offencive channeling spell: Spell deal continious damage as long as unit channels that spell. Has max channeling turn stat, after it was stopped, ended or interrupted it begins cooldown counter.

6. Better AoE spells: they leave on the ground aftereffects that will damage units who stays on affected tiles.

7. Stun: interrupts any channeling effects of unit, removes all buffs exept of runic ones.

8. Runic self-spells: they don't take away unit's actions for activating. Can't be dispelled but they last for very little amount of time (1-2 turns) with very high cooldown (5+ turns)

Re: Unit/tech capabilities II (COLLECTING)

Posted: Tue Aug 21, 2018 4:45 pm
by Lynx Shafir
From previous list
New SUGGESTION.

Disguise unit /trickery illusion
(Not sure how to call it)

They are special units and circumstances,
The enemy sees ur units different/fake stats, name, team (look and stats)

Exempl.
]Can used at.
A) Illusions spells - create illusion has 1hp but enemy player sees if click it has 30.
B)Terrain assimilation.
Ent hiding in forest. - help solving the steps on issue if they look like obstacles - trees what can't be stepped.
Same for earth golem hides in rocky surfaces (obstacle) - no attack during it
C) Partisans - enemy sees them as neutral AI (civilians) AoWW 2
Other tricksters.
D) A tipe Shapeshifter creatures, -
E) some traps as well (to not reveal if u stand next to it,
Eg look regular unit -ship if attacked explodes or anything appropriate. )

Re: Unit/tech capabilities II (COLLECTING)

Posted: Tue Aug 21, 2018 5:27 pm
by makazuwr32
@Stratego (dev) I think this one is full.

Re: Unit/tech capabilities II (COLLECTING)

Posted: Tue Aug 21, 2018 5:33 pm
by Lynx Shafir
O damn 14, I must move it again...

Re: Unit/tech capabilities II (COLLECTING)

Posted: Tue Aug 21, 2018 6:23 pm
by Stratego (dev)
some are too specific, and multiple: meaning not one feature but a lot like "windwalk", or i can not imageine a unit with it,

i did not understood many if the suggestions (were too complex or specific) these are the ones seems ok, :
1. traps (to not reveal if u stand next to it, - so a stealth unit that is not visible of u step beside it
2. specific terrain modifies specific properties of a unit (i hope it is not yet on other list) like "Ent hiding in forest" - OR simply like the transform effect: different terrain gets an autotransform of the unit to an other one (that has eg. invisibility)
3. "energy shield" option for SWS would be needed apart from hull (hp) armor a shield that is reducing with every hit and if vanishes the hull will decrease, can auto shield regenerate

Re: Unit/tech capabilities II (COLLECTING)

Posted: Tue Aug 21, 2018 6:38 pm
by Lynx Shafir
Some are complex like illusions.taunt.
The first two is simpler.
Im curious u can be programme such like illusion (can ingine handle different look of units from diff sides - even as obstacles) ?
If have questions about, just ask.
That traps should shove fake stats too, not only,stealth. (Like a guard tower look unit but hides a trap - different stats)

Global terrain effect on stats was suggested

Tell me what u don't understand, I can explain u hungarian(at least mine own concepts :D )PM if so

Re: Unit/tech capabilities II (COLLECTING)

Posted: Tue Aug 21, 2018 6:55 pm
by makazuwr32
Windwalk ability is for a whole section of units needed for me.
Moon elves, some ambush-like units.

Magic shield also for few units at least in different ways. (From magic, from piercing — for different units each).

Moon strike is not so needed because this one actually for only one unit is needed.

Taunt for many units needed in AoF.

Channeling spells will allow make more intresting buffing and debuffing spells. I have in mind at least 20 spells for different races.
Better aoe spells are also part of that.

Stun - counter to channeling spells. One of ways.

Runic - additional strategic magic specific for dwarves.

Re: Unit/tech capabilities II (COLLECTING)

Posted: Tue Aug 21, 2018 8:38 pm
by Stratego (dev)
sorry but most of these seems too complex things.
(will not be understandable by random players)

Re: Unit/tech capabilities II (COLLECTING)

Posted: Tue Aug 21, 2018 8:51 pm
by makazuwr32
Not so as you think.
Magic shield maybe.
Stun maybe.

But windwalk is quite simple for understanding - your unit becomes invinsible and deals while has this buff doubled damage on first attack. Autodisenchants on attack itself.

Re: Unit/tech capabilities II (COLLECTING)

Posted: Tue Aug 21, 2018 8:53 pm
by LordOfAles
If by "random" players you mean "dumb" players then of course it won't be understandable. That's why there are smart people that understand things.

Re: Unit/tech capabilities II (COLLECTING)

Posted: Tue Aug 21, 2018 8:59 pm
by Stratego (dev)
windwalk is not so complex.
but rest is yes.

random is not mean dumb: this game is for everyone, every bright and not so bright player should have fun in it - there is no need super complex things to make fun.

also: never forget AI: none of these complex things will be used properly by AI - that is a much bigger task to implement.

Re: Unit/tech capabilities II (COLLECTING)

Posted: Fri Aug 24, 2018 10:04 am
by Lynx Shafir
None of em accepted?

Re: Unit/tech capabilities II (COLLECTING)

Posted: Fri Nov 30, 2018 8:34 am
by Lynx Shafir
There's an important one I see not mentioned yet, though needed for many units.

Suggestion:

New vanishing like effect.
The effect(Eg.transform) occurs only if countdown ends.


Exp. in case of phoenix ashes - transform back to phoenix.

Re: Unit/tech capabilities II (COLLECTING)

Posted: Fri Nov 30, 2018 12:27 pm
by Stratego (dev)
I think that is working currently.
Same as vanishing but it calls the transform effect instead of killme effect like vanishing

Re: Unit/tech capabilities II (COLLECTING)

Posted: Mon Apr 22, 2019 6:44 am
by Stratego (dev)
feel free to collect a 10 point list that i can launch to vote for.

Re: Unit/tech capabilities II (COLLECTING)

Posted: Sun Apr 25, 2021 1:33 pm
by godOfKings
A factory that can b transformed into a moving non-building unit without production, but still counts as factory and fills factory limit, needed for the transformation of this unit nomad camp