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Clashing Steel

Posted: Sun Dec 24, 2017 8:24 am
by General Brave
When a imperial Knight is surrounded by a imperial Guard , a imperial Shielded and a imperial swordsman.
A ability appeared, called Clashing Steel. Which raises the fighting capability of everyone around them and themself. Presumes a 4 or 5 radius around the imperial Knight.

Attack can vary between different types of units. Dragon, Archers and Mages which sounds like a D&D ripped off are exempted from the morale boost.

Research at the castle.
Cost 7-8
Cool down 6

What do you think?

Re: Clashing Steel

Posted: Sun Dec 24, 2017 6:41 pm
by DoomCarrot
Interesting, but maybe a bit complicated? Would be interested to hear what people like Alexander think

Re: Clashing Steel

Posted: Sun Dec 24, 2017 11:28 pm
by Skelegonsans
Interesting, but I think it's overly complex and it would not be rewarding enough to gather all of these just to raise atk, even if by a very large amount, so I think that's not a needed addition. If it was a bit simpler to do / had more interesting effects it would be a nice ability.

Re: Clashing Steel

Posted: Sun Dec 24, 2017 11:42 pm
by General Brave
What else would you want to do? Increase defense or Maybe you need only 2 imperial. Or give the imperial a second action.

Re: Clashing Steel

Posted: Sun Dec 24, 2017 11:56 pm
by Skelegonsans
Maybe give all of them a permanent buff called "morale" that would SLIGHTLY increase atk, armor and hp, and give them an extra action, and would be dispelled if their "leader" (aka the knight) dies (and units that already have morale will not earn it again). Also there should probably have some special animation for it so it feels like an unique ability. It would be awesome to use that!

Maybe every race should have such thing, like for orcs: Orc Leader with Warrior + Wolf Rider + Goblin, for undead: Lich and Skeleton + Zombie + (some other unit like banshee or such) and stuff like that. THAT would be cool!

Re: Clashing Steel

Posted: Mon Dec 25, 2017 12:43 am
by Sunrise Samurai
For simplicity, we could just copy auras from AoS centurions, change from Romans to imperials, and require a tech for imperial knights to gain.

Re: Clashing Steel

Posted: Mon Dec 25, 2017 12:48 am
by General Brave
Well that's simpler.

Re: Clashing Steel

Posted: Mon Dec 25, 2017 2:04 am
by Skelegonsans
Simple yet very cool and useful. This is a rather cool idea IMO.

Re: Clashing Steel

Posted: Mon Dec 25, 2017 7:08 am
by Ravancloak
Could be useful. Only problem would be wether or not it can be implemented.

Re: Clashing Steel

Posted: Tue Dec 26, 2017 12:32 am
by General Brave
So the imperial Knight will have the same ability that the centurions have. Should it be research or it already has it.

If research, then the castle. 6-7-8 turn

Re: Clashing Steel

Posted: Tue Dec 26, 2017 1:00 am
by General Brave
Just have to wait.

Re: Clashing Steel

Posted: Tue Dec 26, 2017 1:03 am
by Sunrise Samurai
Umm General, I think that's in the wrong topic

Re: Clashing Steel

Posted: Tue Dec 26, 2017 1:05 am
by General Brave
Sorry, fixed it.

Re: Clashing Steel

Posted: Sat Dec 30, 2017 10:55 am
by Alexander82
I think that the formation idea can't be done without extensive coding that Daniel/stratego won't probably have time to provide.

The other idea simply seems out of the units concepts since knights weren't made to be leaders like the centurions.

I have nothing against auras to buff units but not for units already meant to be something else.

As i told in the sergeant topic just make the sergeant the aura unit and make a new unit for the veteraning power (e.g. a recruit with a low starting attack and cost 1 that increases its attack every time it deals the death blow to a unit).