Traps
- Sunrise Samurai
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Traps
Could we have at least one trap for each race, similar to caltrops/mines in AoWW? I'm thinking these would work best:
Humans: spikes, 2 cost, 10 damage when stepped on.
Orcs: goblin land mine, 3 cost sets off in an area of radius 2, 6 damage.
Elves: entangling vines, slows and damages the enemy. Acts like a bridge for allies, who can step on it, be seen, but not crush it or set it off. 3 cost, 5 damage + slow.
Undead: cursed ground, causes fear in aoe 3, but deals no damage. Like elf trap, it can be stepped on like a bridge without harm. 4 cost
I'm hoping the settings for allowing 1 capacity along with reveal carried unit (the settings for making a bridge work), combined with the trap being stealthed, should result in the appearance of a unit walking on an empty space without hiding the unit or revealing the trap, at least as far as an enemy can see.
Humans: spikes, 2 cost, 10 damage when stepped on.
Orcs: goblin land mine, 3 cost sets off in an area of radius 2, 6 damage.
Elves: entangling vines, slows and damages the enemy. Acts like a bridge for allies, who can step on it, be seen, but not crush it or set it off. 3 cost, 5 damage + slow.
Undead: cursed ground, causes fear in aoe 3, but deals no damage. Like elf trap, it can be stepped on like a bridge without harm. 4 cost
I'm hoping the settings for allowing 1 capacity along with reveal carried unit (the settings for making a bridge work), combined with the trap being stealthed, should result in the appearance of a unit walking on an empty space without hiding the unit or revealing the trap, at least as far as an enemy can see.
Last edited by Sunrise Samurai on Sat Nov 04, 2017 7:25 pm, edited 2 times in total.
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- LordOfAles
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Re: Traps
Humans: Can we rename them to spikes? Damage 10?
Orcs: Range 2, Damage 6 because it can damage multiple units?
Elves: Slowness, 5 damage?
Undead: How about range 3, fear?
Orcs: Range 2, Damage 6 because it can damage multiple units?
Elves: Slowness, 5 damage?
Undead: How about range 3, fear?
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- Sunrise Samurai
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Re: Traps
Sounds good. Fear probably does work much better than curse anyway for undead. Those lol damage values sound about right too.
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- LordOfAles
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Re: Traps
Good, update the first post so we can easier track this thing
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- Sunrise Samurai
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- LordOfAles
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Re: Traps
Goblin land mine cost 3
Human spikes cost 2 (10 dmg after all)
Elvish entangling wines 3 cost
Undead cursed ground 4 cost
Human spikes cost 2 (10 dmg after all)
Elvish entangling wines 3 cost
Undead cursed ground 4 cost
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- Sunrise Samurai
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- LordOfAles
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Re: Traps
Great! Now we just need some images and this will be ready for voting!
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- Alexander82
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Re: Traps
I'm not a great fan to be honest for some reasons:
Humans can simply use workers for catapults or towers. I wouldn't bother building a one time trap that just deal 10 damagesHumans: spikes, 2 cost, 10 damage when stepped on.
Spending 3 turns to build a trap that deal 6 damage in a area when you can build a tower to shelter your troops and deal 15 damage in the same area doesn't make much sense imho. Also how should that work? If a unit trigger the trap is not going to hit other units other than near units that are already there (probably your own units). So this is totally useless if not dangerous for your unitsOrcs: goblin land mine, 3 cost sets off in an area of radius 2, 6 damage.
This is a great trap. damage+bridge +slow is like winning the lottery. Really too much compared to other trapsElves: entangling vines, slows and damages the enemy. Acts like a bridge for allies, who can step on it, be seen, but not crush it or set it off. 3 cost, 5 damage + slow.
4 cost for a single time fear is not a viable option when i can build , I don't know, a bone golem that is actually more useful and leaves back a corpseUndead: cursed ground, causes fear in aoe 3, but deals no damage. Like elf trap, it can be stepped on like a bridge without harm. 4 cost
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- Sunrise Samurai
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Re: Traps
I think you misunderstood the bridge phrase. I meant you could build it on land, and walk on it without setting it off or revealing it.
Anyway, I understand your point. Maybe this should be a summoning thing with a specific unit to summon traps, rather than workers. Obviously, that would probably require vanishing.
Anyway, I understand your point. Maybe this should be a summoning thing with a specific unit to summon traps, rather than workers. Obviously, that would probably require vanishing.
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- LordOfAles
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Re: Traps
They are supposed to be built in forest lol, the place where you cant build towers
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
Re: Traps
I will edit the textures here:Lawrence wrote:I will try to make the textures!
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- I am not good in shading :-(
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Random guy: "Lets use goblins."
Me: "GOBLINS? THIS IS LAWRENCIAAAAA!"
Me: "GOBLINS? THIS IS LAWRENCIAAAAA!"
- Alexander82
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Re: Traps
I wouldn't make a new specific unit with the purpose of building traps only but simply will try to make traps that is worth building.
Anyway since we are always voting by race I suggest to open 4 separate topics so if you want a specific trap in game for a particular race (e.g. the elven one concept is a good addition for the race since stopping an enemy movement is good for an army based on ranged) you can vote it in the normal votes.
There is no need to make one for every race when they are voted separately.
Anyway since we are always voting by race I suggest to open 4 separate topics so if you want a specific trap in game for a particular race (e.g. the elven one concept is a good addition for the race since stopping an enemy movement is good for an army based on ranged) you can vote it in the normal votes.
There is no need to make one for every race when they are voted separately.
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- General Brave
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- Gral.Sturnn
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- Lynx Shafir
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Re: Traps
Scalefolk got poison pit so every race needs at least one.
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
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- General Brave
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- General Brave
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Re: Traps
Maybe I could tell Stratego (Dev) to make a area of trap building, but how far?
Wise, Might, Loyalty. Forever stands Warfell.
- General Brave
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- General Brave
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- Lynx Shafir
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Re: Traps
I think it should not be limited by other nearby buildings -
But put everywhere, in forests too where can't built buildings.
1)to evident to hide, and is more complicated with Aura than a wall like"building"(no limit in number - cos eniway takes time to built)
2)Carfully where to put.. They can't be stepped on and block the movement of slow units like catapult, Ent.
Also adding neutral traps would be fun.
Eg vortex - damages ships in the water.
But put everywhere, in forests too where can't built buildings.
1)to evident to hide, and is more complicated with Aura than a wall like"building"(no limit in number - cos eniway takes time to built)
2)Carfully where to put.. They can't be stepped on and block the movement of slow units like catapult, Ent.
Also adding neutral traps would be fun.
Eg vortex - damages ships in the water.
Last edited by Lynx Shafir on Fri Jul 27, 2018 12:40 pm, edited 2 times in total.
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
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- Gral.Sturnn
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- General Brave
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Re: Traps
It does work as neutral traps, I tested it. Just putting in the map editor and see.
Wise, Might, Loyalty. Forever stands Warfell.