Traps(alternate)
Traps(alternate)
The idea is for traps rather than current selection of traps being builded, instead being abilities with cooldown, and maybe bigger selection of traps(a dedicated trap layer unit with greater selection of traps might sound good) cooldowns should rather be somewhat long, as you would set trap in one turn instead of using two builder charges
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Traps(alternate)
One does not exclude other.
Buildable traps will have no vanishing timer (new one that will be unaffected by delay vanishing).
Summonable traps (yes that is in plans already but on hold for a bit) will have that timer.
Also there will be other differences — for example buildable traps for scalefolks will be available on wider selection of units than summonable ones.
Anyway. There are plans for expansion of traps.
Buildable traps will have no vanishing timer (new one that will be unaffected by delay vanishing).
Summonable traps (yes that is in plans already but on hold for a bit) will have that timer.
Also there will be other differences — for example buildable traps for scalefolks will be available on wider selection of units than summonable ones.
Anyway. There are plans for expansion of traps.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
Re: Traps(alternate)
Ill see to make a balanced trap lizard(if theres space for it, and it Yes, then need to know how long the traps are supposed to last before vanishing, imagine they need a long one to be remotely useful)
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Traps(alternate)
Well for scalefolks no more traps accessable for such wide selection of units are planned.
Casters of scalefolks might get some summonable traps later (alas those traps might not be "traps" as existing ones — invisible units who stop enemy on their tile and damage them — but for example as totem (visible) that debuffs enemies in some way).
Dwarves will get a mine layer gnome unit who will be able to create a ww2 mine field via various mines.
Casters of scalefolks might get some summonable traps later (alas those traps might not be "traps" as existing ones — invisible units who stop enemy on their tile and damage them — but for example as totem (visible) that debuffs enemies in some way).
Dwarves will get a mine layer gnome unit who will be able to create a ww2 mine field via various mines.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
Re: Traps(alternate)
Always though totems are more of a buffing thing (maybe too much mmos)