Race properties

Stratego (dev)
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Race properties

Post by Stratego (dev) »

Here we decide what general Properties our races will have, here are my first thoughts (based on some posts you did in forum):

this was my basic idea that is obsolete, read below in this thread the concept i have discussed with my friend have great fantasy background.

Elves
Advantages:
- they are masters of the bow, extra bonuses on archer units.
- they also masters of spells
- spells: and have spells that heal or gives power to allies, no dark magic
- summons: they summon nature-close beings
- many techs
- high spell resistance
Disadvantages:
- lower on armors then humans
- little lower HP than humans
- fewer heavy melee units (no mounted heavy melee units)



Undead
- they have quantity over quailty
Advantages:
- extra hp,
- cheaper units then other races
- summoning: can raise dead - so summoners can summon skeltons/zombies and such units from dead bodies (in game we have no dead bodies yet, so they currently summon them from nowhere), also can summon other dark units.
- spells: spells are evil, and dark, offensive ones.
- normal spell resistance
Disadvantages:
- but generally no armor on units
- smaller attack
- not so many specialized units, much like a horde of deads
- movement: slower units (like a zombie)
- fewer techs than humans

Humans
- they are masters of war and science
Advantages:
- many specialized units against any kind of enemy - so have most unit types among all races
- many techs to upgrade themselves
- normal HP but good armor on armored units.
- fairly good attack
- spells: spells are non-dark spells: healing, buffing (buffing=adding bonus to friendly units), tieing and de-buffing spells for enemies
- normal spell resistance
Disadvantages:
- (practically none, they are the "reference" race)

Orcs
- a race of deadly brute like monsters that are stronger then cyclopses
Advantages:
- many hp
- great attack, bigger than humans
- good armors on some of them
- spells: buffing themselfs, some attacking spells, few summoning spells.
Disadvantages:
- little more expensive units than other races.
- low spell resistance
- fewer techs than humans.

Stratego (dev)
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Re: Race properties

Post by Stratego (dev) »

Hi all!
Do you have any comments on these?
draakjee
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Re: Race properties

Post by draakjee »

It looks good :)
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patroid
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Re: Race properties

Post by patroid »

Hi
Sounds good.
Maybe one or two more races and some new units.

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dust-n-steel
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Re: Race properties

Post by dust-n-steel »

I think the humans are a little overpowered in this system
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Re: Race properties

Post by Hardeep »

Uruk-Hai must be implemented
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ollie444
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Re: Race properties

Post by ollie444 »

I think everyone in multiplayer would want to be human, so you could make humans slightly worse than other races, and you unlock them better ones after you complete something.

Also, undead could be the worst team and you play with them for a challenge. :D
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Re: Race properties

Post by Stratego (dev) »

Generally on all unit ideas i think:
- start time of the game: we should implement this section descritiption units, and units that are fit to the rules below (smallest set of units)
- later: D&D and LOTR other units that did not fit to the first point (bigger set of units)
- later later: any extra idea we come up with (what is not in D&D either)

---------------
I have talked tru the game with a friend having great fantasy expertise, here are basics we discussed:

Elves

general:
- No heavy melee mounted units
- Smaller HP units
- No or weak armors
- Archers: Shoots farer, bigger attack power
- has many tech types, but in higher costs but basically onto human properties (not mechanical, seige or structure techs)
- they see (LOS) farer than others
- great spell resistance to mind attacks, like mindcontrol (low on health based ones like weakening and so on)
- they can control animlas of the forest, or generally animals.
- they are weak on mechannical units/siege units

units
- archers many types
- there are swordmen but expensive, and they have few of them in an army
- unicorn rider

- fairy (flying 1 power archer)
- satyr

ships
- only transportship (they are not great naval army)
- whale
- sea snake
- kraken (summoing)
- leviatan (trained in dock?)

Siege
- fire archer
- Ent

Structures
- dock
- tree tower
- archery (here they can invent achery techs)

flying
- eagle (or griff)

Spells
- buff enchantment: better shooting (stronger/farer)
- sorcerer:
- thunder spell
- ice rain
- tornado spell (maybe agains structures, walls)
- summoning
- Ent
- Funghus (for what? maybe a blocking one, like a wall)
- summoning spiky bushes (like a wall)
- healing as an enchantment (for few turns), or instant healings
- blinding
- mirror spell (making enemy attacking a illusionary "mirror" unit)
- fog spell (decreases sight of enemy, environment spell, so enemy can not attack the fog, enemy melee units gets weaker in fog
- teleport spell (some kind of gate betw. two pints of the map: one side units goes in other sige comes out)


Orc

general
- many hp
- great power
- basically no armor (however more costy units can carry heavy armors)
- very fertile race: -> many basic units in low cost

- units are slower than other race units
- small spell resistance on mind spells (but good on health based spells - like weakening, illnesses)
- few techs
- disorders: they are not good in following orders: maybe if many orcs are standing beside each other, they can get into fight with each other (damaging the other orcs)

units
- melee units basically (low cost big power units, but little slower than other races)
- wolf rider

spells
- enchantment: bloodlust - gets stronger but receives more damage
- generally they can not summon (except eg. ORC ancestors' spirits or something)
- a helaer can heal, but only adjacent unit (with no spells but with medicines, herbals)
- small curses
- poisoning (for more turns like an enchantment - like the poison archer does in AOS)

ships
- basically no ability to sail, they have only weak transportships

siege - all siege machinery are simple, no complex mechanics
- few orcs grab a big tree to hit the enemy walls
- mountain gians - that throws stones

flying
- (none?)

Archers
- they have no archers, maybe short range slingers, or throwing axeman)

Structures
- Kennel (training horse riders
- shaman hut
- inventing techs (mixing herbals, poisons, potions)

Undead

general:
- great pierce armors (they will not die of a few arrows - they dont even get injured - since they are already dead)
- no normal armors
- many HP
- slower than other races' units
- can raise undead from corpses

- can not mind control them
- fire arrows are good against them
- they can walk tru water (they dont drown since they are already dead)

units
- skeleton
- skeleton dragon
- mummy (spellcaster)
- wraith
- werewolf (can turn to wolf)
- vampire (can turn to bat, or can fly by itself) - it has lifelink (heals himself when damages enemy)
- lich (sorcerer)
- ghoul (eats dead - maybe can "heal" by eating corpses)
- banshee (can scream, stunning scream) - it is not a spellcaster.

Ships
- tarnsportship
- ship that can only melee attack (close attack) - no ships at all since they can walk tru water

Siege
- no much, maybe a siege unit made of bones

Structures
- graveyard: trains skeletons, zombies
- crypt: lich, mummy
- mansion for vampires
- bone-wall

flying units
- vampire


spells
- decrease moral (enchantment: enemy gets smaller attack power/rate)
- summon spirit (a spirit can go tru enemy walls!) - but can not occupy?

Humans
they are the basics, inherited from AOS

spell
- healing
- fireball spell

(summoning: can be like building a building: summoning is ready in a few turns: places the unit and it is finished after a few turns)

WHAT WILL BE UPGRADE (NOT DEFAULT)
- banshee
- dock
- archery
-
-------------------------------
others:

Spellcasting: from now all spells has its own probability, so not only the caster spell ability counts but the spell definitions too. so, if caster has 20% chance and spell has 100% chance (eg. disenchant) than no enemy under 20% spell protection can deflect it (20%+100%-20% is still 100%). (with 30% protection it has 10% to dodge it (20%+100%-30% = 90% chance to cast)). however 100% protection still means absolute protection.
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ollie444
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Re: Race properties

Post by ollie444 »

Daniel (the dev) wrote: - they can walk tru water (they dont drown since they are already dead)
Undead walking through water... bit OP. Maybe slow them down to 1 movement while in water.
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Re: Race properties

Post by dust-n-steel »

Now I like it :)

We should remove some infantry from the human race since they are able to build the best siege weapons and machines.

Or... look to the races section and add the dwarfes

Edit: can you add the death's guard to the undead unit list to give them a chance vs riders? Played the game some times and it's little bit annoying not having a unit vs the human or elven ridden ubersoldiers ;)
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Re: Race properties

Post by Stratego (dev) »

i have an idea: all races could have a big building like in AOS the castle. size: base 2x3 the top is overlapping to 3x3.

undead: the mansion
orc: some kind of vulcano
elf: a megagreat tree
human: the castle.

what do you think?
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Re: Race properties

Post by balint »

cen the megatree be 2x3 ?
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Re: Race properties

Post by Stratego (dev) »

yes, i will search for such big tree
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Re: Race properties

Post by max-damage »

Haven't seen or had a chance to play AoF, yet, but a couple of thoughts:

Elves aren't really a siege-oriented race...how about over-sized ballistae (siege archery)...?
Not much of a sea-faring race, either...elven sailors? Really?

Orcs' steeds: dire wolves/worgs?

Undead spell/disease..."converts" enemy units to undead? (Think zombie bites/scratches in a zombie apocalypse...lol)
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Re: Race properties

Post by rudhek »

Daniel (the dev) so a skeleton can swim? Really?
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Re: Race properties

Post by Stratego (dev) »

no swim, simply walks tru the bottom of the sea, he can not drown...
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Re: Race properties

Post by rudhek »

They might not drown but its a bit op. The other races can swim right!?
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Re: Race properties

Post by rudhek »

And elves are famous for horse archers
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balint
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Re: Race properties

Post by balint »

actually, that depends on the kind of elves. there are several different elves, who are specificated in other soldier types.
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Re: Race properties

Post by rudhek »

Im not an expert on the several species of elf.
Last edited by rudhek on Sun May 21, 2017 5:46 am, edited 2 times in total.
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balint
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Re: Race properties

Post by balint »

neither I am. I obly know a kittle about them.
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ollie444
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Re: Race properties

Post by ollie444 »

In a book I'm reading, there are these races of elf:
Eledhel - your average good elves
Moredhel - Evil elves
Glamredhel - Barbarian, "mad" elves (on good side)
Eldar - Wise elves, have loads of wizards

And others, more normal, but these are the main ones...
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ollie444
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Re: Race properties

Post by ollie444 »

Also, I agree that walking trhough water is op, so I thought their speed should drop to 1
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balint
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Re: Race properties

Post by balint »

yeah, that would be good.
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Re: Race properties

Post by Stratego (dev) »

ok, i try to put that in...
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Re: Race properties

Post by COOLguy »

ollie444 wrote:In a book I'm reading, there are these races of elf:
Eledhel - your average good elves
Moredhel - Evil elves
Glamredhel - Barbarian, "mad" elves (on good side)
Eldar - Wise elves, have loads of wizards

And others, more normal, but these are the main ones...
What book are you reading? Not a fan - that is 100% rip-off of the LotR and other legendarium. :evil:
Thanks!
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Alexander82
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Re: Race properties

Post by Alexander82 »

About the undead raising the deads i'd like to suggest one thing.
Being no corpseso you could make a spell for necromancer that flags a unit as cursed.
A cursed unit has a chance to emerge as an undead if it's killed
The curse flag has a timer, if you don't kille the unit after 3 rounds the curse is lifted
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Re: Race properties

Post by Stratego (dev) »

ollie444 wrote:Also, I agree that walking trhough water is op, so I thought their speed should drop to 1
this is in, please try it.
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Re: Race properties

Post by Stratego (dev) »

Alexander82 wrote:About the undead raising the deads i'd like to suggest one thing.
Being no corpseso you could make a spell for necromancer that flags a unit as cursed.
A cursed unit has a chance to emerge as an undead if it's killed
The curse flag has a timer, if you don't kille the unit after 3 rounds the curse is lifted
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Re: Race properties

Post by Alexander82 »

Then great!
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