Encampment

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b2198
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Encampment

Post by b2198 »

(not sure if this belongs to Unit - siege or Structures)

A place where troops would stay near the frontlines

Cost 6
Hp 50
Attack power 0
Range 1
Armor 3
Pierce Armor 6
Speed 0
Sight 6
Carry capacity 1, flesh and blood only, shows unit, protects unit
Action /turn 1/1
Mend Bonus 1.0
Spell resistance : 100%
Bonuses: none
Ability: Pack, transforms itself in a packed encampment

Packed encampment:
Buildable by builder, TC and siege workshop(?)
Cost 6
Hp 25
Attack power 0
Range 1
Armor 0
Pierce Armor 3
Speed 4
Sight 4
Carry capacity 0
Action /turn 1/1
Mend Bonus 1.0
Spell resistance : 50%
Bonuses: none
Ability: Pack, transforms itself in a packed encampment

Edit: is it possible to make packing and unpacking take 2 turns instead of 1? Maybe something similar to how the build road ability works?
Green is the correct color, other colors are "less correct".
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L4cus
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Re: Encampment

Post by L4cus »

u can have 3 phases: 1 deployed, packed and the middle one. so the deployed can transform into the middle one, the middle one can transform into the deployed or the packed, and the packed can transform into the middle one...
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b2198
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Re: Encampment

Post by b2198 »

Good idea, so:

Encampment
Cost 6
Hp 50
Attack power 0
Range 1
Armor 3
Pierce Armor 6
Speed 0
Sight 6
Carry capacity 1, flesh and blood only, shows unit, protects unit
Action /turn 1/1
Mend Aff 85% (4 turns to repair with builders, 2 with master builders)
Spell resistance 100%
Bonuses: none
Ability: Start Packing, transforms itself in a packing encampment

Packing encampment
Cost 6
Hp 35
Attack power 0
Range 1
Armor 1
Pierce Armor 4
Speed 0
Sight 5
Carry capacity 0
Action /turn 1/1
Mend aff 60% (4 turns to repair with builders, 2 with master builders)
Spell resistance 70%
Bonuses: none
Abilities: Finish Packing, transforms itself in a packed encampment and Finish Unpacking, transform itself in an encampment

Packed encampment:
Buildable by builder, TC and siege workshop(?)
Cost 6
Hp 25
Attack power 0
Range 1
Armor 0
Pierce Armor 3
Speed 4
Sight 4
Carry capacity 0
Action /turn 1/1
Construct aff 15% (12 turns to build with builders)
Mend aff 60% (3 turns to repair with builders, 2 with master builders)
Spell resistance 50%
Bonuses: none
Ability: Start Unpacking, transforms itself in a packing encampment
Green is the correct color, other colors are "less correct".
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Endru1241
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Re: Encampment

Post by Endru1241 »

Could only be implemented with carry limitation of no workers or much weaker.

And thinking of an image for all - it won't be easy - I have no idea how to represent it.
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L4cus
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Re: Encampment

Post by L4cus »

maybe blockhouse could work for it
https://en.wikipedia.org/wiki/Blockhouse
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b2198
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Re: Encampment

Post by b2198 »

Endru1241 wrote: Mon Dec 20, 2021 11:46 pm Could only be implemented with carry limitation of no workers or much weaker.

And thinking of an image for all - it won't be easy - I have no idea how to represent it.
Actually the idea would be to mainly protect workers near the frontlines o.o. Maybe it could be categorized as a structure, so that anti-building damage would affect it more than if it were a siege machine?
Green is the correct color, other colors are "less correct".
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Endru1241
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Re: Encampment

Post by Endru1241 »

But having workers being fragile to attacks of fast striking units and archers is part of balance to not make defending too easy.

I was only thinking of making some repair ability usable on walls, gates (maybe bridges too), be able to be used from protected inside. Not a way to construct new towers.

If workers were able to be used from heavy structure/machine it would mean the end of any possible anti-worker raids, even without huge investments in defensive infrastructure.
You'd have to get siege equipment for that, thus once again shifting balance point further from armies.
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b2198
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Re: Encampment

Post by b2198 »

Endru1241 wrote: Tue Dec 21, 2021 5:43 am I was only thinking of making some repair ability usable on walls, gates (maybe bridges too), be able to be used from protected inside. Not a way to construct new towers.
Hm, yeah, this would probably be better.
Endru1241 wrote: Tue Dec 21, 2021 5:43 am But having workers being fragile to attacks of fast striking units and archers is part of balance to not make defending too easy.

If workers were able to be used from heavy structure/machine it would mean the end of any possible anti-worker raids, even without huge investments in defensive infrastructure.
You'd have to get siege equipment for that, thus once again shifting balance point further from armies.
What about warbanners? They protect units inside (except for some weirdnesses I mentioned in another topic) and allow builders to build from inside, while only costing 4 turns to build, and can get up to 80 hp with masonry and massive walls.
Green is the correct color, other colors are "less correct".
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Endru1241
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Re: Encampment

Post by Endru1241 »

b2198 wrote: Tue Dec 21, 2021 5:18 pm
Endru1241 wrote: Tue Dec 21, 2021 5:43 am But having workers being fragile to attacks of fast striking units and archers is part of balance to not make defending too easy.

If workers were able to be used from heavy structure/machine it would mean the end of any possible anti-worker raids, even without huge investments in defensive infrastructure.
You'd have to get siege equipment for that, thus once again shifting balance point further from armies.
What about warbanners? They protect units inside (except for some weirdnesses I mentioned in another topic) and allow builders to build from inside, while only costing 4 turns to build, and can get up to 80 hp with masonry and massive walls.
Wait, what?
You mean Great Flag building?
The one giving High Morale aura?

It's not protecting units inside.
Carried units are always damaged first.
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phoenixffyrnig
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Re: Encampment

Post by phoenixffyrnig »

No, it's the other way round with Great Flag. You have to destroy the building before you can harm the unit.
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Endru1241
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Re: Encampment

Post by Endru1241 »

Sorry - my fault.
I forgot to put version changes text and indeed - IS_CARRIED_DAMAGABLE spec is only added in my pack.
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b2198
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Re: Encampment

Post by b2198 »

Oh, it's called Great Flag, sorry, partial translation issue, and for some reason this time I didn't open my bluestacks version (which is fully in english) to confirm the names like I usually do. Time to edit my other topic lol.
Endru1241 wrote: Wed Dec 22, 2021 10:20 pm Sorry - my fault.
I forgot to put version changes text and indeed - IS_CARRIED_DAMAGABLE spec is only added in my pack.
D: I didn't think that was op, but that might be biased, since it's not common for me to see other players using it like that.
Green is the correct color, other colors are "less correct".
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