Marine biology

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Sombrar +1
Posts: 177
Joined: Mon Aug 29, 2022 3:44 pm

Marine biology

Post by Sombrar +1 »

Idea I posted on Discord, this is a technology for the Wormfaces with the name "Marine Biology" that will be researched in the Wormfaces building for 6~7 turns and will give "Die Hard" and +30% healing rate with the following description:Having developed in very deep aquatic areas, Wormfaces have developed a relatively resilient and resistant physiology allowing them to withstand large impacts and damage to the structure of the body their body, in addition, they have regenerative properties allowing them to recover limbs in a matter of weeks, being able to recover limbs as if they were intact.
tech_marine biology .png
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Midonik
Posts: 5325
Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

Re: Marine biology

Post by Midonik »

Thats a powerful effect, Im not sure about this.

Its also a first tech for a subrace. They probably should have techs but Im not sure.
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Sombrar +1
Posts: 177
Joined: Mon Aug 29, 2022 3:44 pm

Re: Marine biology

Post by Sombrar +1 »

It's only strong if you consider "Die Hard" as the increased healing rate isn't even a problem.

Perhaps to further open up the technologies that could be added to them, this technology image could be used to block other technologies with this being the first to research for start accessing Wormfaces improvements.
Midonik
Posts: 5325
Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

Re: Marine biology

Post by Midonik »

Yes the healing is not super important, aside from buildings and tcs insectoids only have like 2 healing units that are... ok, they aren't even a part of the wormfaces so I feel like it's a bit random to buff healing received. Die hard is definetely powerful especially against reptilians who have little to none area of effect attacks.
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