Unit/tech capabilities

Here u see a list of coding related suggestions to be priorized - we can tell what the community needs the most to be coded

Unit/tech capabilities

Step by Step movement: making ability for a unit not to consume all movement, but in one turn it can go mutiple times until remaining movement goes to zero - so a unit can jump in attack and retreat in one turn. This would be a special setting for the unit.
10
36%
Teleporting option: a unit that has a "pair" unit somewhere and other units going into one will come out on other - or something like this (like a tunnel)
4
14%
Unit join option: one unit can join to other unit in special ways: eg. receiving/redirecting all damage from the other unit(s) like the "En-kor" cards in MTG.
1
4%
[[[IMPLEMENTED]]]Submarine way: A stealth unit that can not be stepped on, but interrupts enemy movement instead of being stepped on: eg. submarines should work this way.
3
11%
[[[IMPLEMENTED]]]Mine way: A stealth unit that can be stepped on, but if enemy did not die from it (eg. a pit with spikes, or a minefield) than the enemy gets damaged and its movement interrupted (and mine remains)
1
4%
Interrupting First strike: new kind of first strike meaning it will attack in enemy turn and can interrupt movement: eg. AA gun that will shoot a plane right on entering its range of fire - and maybe interrupts plane movement, not sure.
1
4%
Treasure chest: an object that can be hidden on a campaign map, and if player gets it/opens it, it can give GEMs for the upgrade section.
4
14%
Wonder: a building that takes long to build, and if ready and kept alive for 10-15 turns the player wins (all player gets notification that a Wonder was started to build)
1
4%
Elemental unit type (read details in this thread)
2
7%
Disrupt spell/Silence spell(read details in this thread)
1
4%
 
Total votes: 28

Stratego (dev)
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Unit/tech capabilities

Post by Stratego (dev) »

This "vote" is not a vote
it is a priority list that will never get closed
Select here the most importants in your opinion
You can change your votes any time
will be more items, suggest please
------------------------------------------------------------------------
It will be a "need list" too but here i start only collect the 10 ideas.

current ideas:
- Step by Step movement: making ability for a unit not to consume all movement, but in one turn it can go mutiple times until remaining movement goes to zero - so a unit can jump in attack and retreat in one turn. This would be a special setting for the unit.
- Teleporting option: a unit that has a "pair" unit somewhere and other units going into one will come out on other - or something like this (like a tunnel)
- Unit join option: one unit can join to other unit in special ways: eg. receiving/redirecting all damage from the other unit(s) like the "En-kor" cards in MTG.
- Submarine way: A stealth unit that can not be stepped on, but interrupts enemy movement instead of being stepped on: eg. submarines should work this way.
- Mine way: A stealth unit that can be stepped on, but if enemy did not die from it (eg. a pit with spikes, or a minefield) than the enemy gets damaged and its movement interrupted (and mine remains)
- Interrupting First strike: new kind of first strike meaning it will attack in enemy turn and can interrupt movement: eg. AA gun that will shoot a plane right on entering its range of fire - and maybe interrupts plane movement, not sure.
- Treasure chest: an object that can be hidden on a campaign map, and if player gets it/opens it, it can give GEMs for the upgrade section.
- Wonder: a building that takes long to build, and if ready and kept alive for 10-15 turns the player wins (all player gets notification that a Wonder was started to build)
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LordOfAles
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Re: Unit/tech capabilities

Post by LordOfAles »

I like the idea of better movement and that chests give gems. I think there should be 1 gems in chest, and same chest cannot give gems again.
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
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General Brave
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Re: Unit/tech capabilities

Post by General Brave »

Yes, all.
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Gral.Sturnn
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Re: Unit/tech capabilities

Post by Gral.Sturnn »

I already made a pike post with its possible properties if you wanna check out.
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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 »

I think that this "Wonder" building must be alive AFTER it was finished for some time as well (5-15 turns) to win.

As for "Step-by-step movement" – it is only for few units, not for everyone, right?
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Unit/tech capabilities

Post by Gral.Sturnn »

makazuwr32 wrote: Thu Jul 19, 2018 6:36 am I think that this "Wonder" building must be alive AFTER it was finished for some time as well (5-15 turns) to win.

As for "Step-by-step movement" – it is only for few units, not for everyone, right?
Different wonders with the same cost?
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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 »

Nono. I mean that After it is ready it needs to be alive for a few more turns (5-15) to launch winning trigger.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Gral.Sturnn
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Re: Unit/tech capabilities

Post by Gral.Sturnn »

Well cobsidering how long game take it sounds suitable.
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Re: Unit/tech capabilities

Post by Stratego (dev) »

makazuwr32 wrote: Thu Jul 19, 2018 6:36 am I think that this "Wonder" building must be alive AFTER it was finished for some time as well (5-15 turns) to win.
Ok!
makazuwr32 wrote: Thu Jul 19, 2018 6:36 am As for "Step-by-step movement" – it is only for few units, not for everyone, right?
yes, only for specific units.
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Re: Unit/tech capabilities

Post by General Brave »

I have a few unit in mine for that.
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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 »

2 new ideas that are needed for aof:

1. Elemental unit type:
-has fomplete invurability to all spells, buffs and debuffs exept slowing in any form;
-immune to healing from buildings, can be healed only with spells;
-vurable to disenchant spell — this spell deals to them damage.
Also add similar thing to Summoned units — disenchant spell deals damage to them.

2. Disrupt spell/Silence spell:
-forcibly changes cooldown of target's spells to defined value: for example sets all spells on 8 turn cooldown.
I also have idea of powerful spells for units that you can use only one per cooldown of all spells (aka spellbook, one cooldown for all spells of unit) and this needs similar mechanic.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Stratego (dev)
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Re: Unit/tech capabilities

Post by Stratego (dev) »

ok, poll created
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General Brave
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Re: Unit/tech capabilities

Post by General Brave »

Finally.
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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir »

The damage redirect is good for the guard concept
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Re: Unit/tech capabilities

Post by General Brave »

It seems people want gems.
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Sunrise Samurai
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Re: Unit/tech capabilities

Post by Sunrise Samurai »

So it seems. I'd like to see stealth adjusted both ways more than a free gem you have to accidentally step on in a map.
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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 »

So do i. only one who is voted for that and i will not change my vote until it is implemented.
Mainly because i want to see stealth outposts and such for elves.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Sunrise Samurai
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Re: Unit/tech capabilities

Post by Sunrise Samurai »

My thoughts exactly, though it would also mean spies and assassins will actually require an action to kill, not just an archer stepping on them. Edited my vote to join yours.
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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 »

another reason also is that i want to see dwarven submarine)
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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General Brave
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Re: Unit/tech capabilities

Post by General Brave »

It would be ridiculous if a powerful unit simply gets stepped on.
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Re: Unit/tech capabilities

Post by Sunrise Samurai »

*cough* typhoon *cough*

Especially a certain hero unit that has a stealth form ehm
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Re: Unit/tech capabilities

Post by General Brave »

I killed him using a worker.
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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir »

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.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
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Re: Unit/tech capabilities

Post by General Brave »

We definitely need that submarine way.
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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 »

New movement type suggestion:
Teleportal – acts like flying unit when moving but can land only on tiles as land unit: grass, forest, and can't land into water/on mountains/obstacles. For attack vounts as land unit.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Unit/tech capabilities

Post by makazuwr32 »

New research effect: incompability – if you research one thing it auto locks research for other and vice versa.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir »

So is a practically chose one way of upgrade.
Like two way skill tree methods?
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 »

Yes. I want this for some advanced techs of dwarves and maybe for mechanical race. But mainly for dwarves.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir »

I could use it to some undead upgrades (unit, and ability)
Creating different monsters - mutations
Or "only one magic can be learned" way
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
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Sunrise Samurai
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Re: Unit/tech capabilities

Post by Sunrise Samurai »

Interesting. A bit of discussion and the polls change. Now submarine style stealth is at the top.
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