Unit/tech capabilities
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Unit/tech capabilities
This "vote" is not a vote
it is a priority list that will never get closed
Select here the most importants in your opinion
You can change your votes any time
will be more items, suggest please
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It will be a "need list" too but here i start only collect the 10 ideas.
current ideas:
- Step by Step movement: making ability for a unit not to consume all movement, but in one turn it can go mutiple times until remaining movement goes to zero - so a unit can jump in attack and retreat in one turn. This would be a special setting for the unit.
- Teleporting option: a unit that has a "pair" unit somewhere and other units going into one will come out on other - or something like this (like a tunnel)
- Unit join option: one unit can join to other unit in special ways: eg. receiving/redirecting all damage from the other unit(s) like the "En-kor" cards in MTG.
- Submarine way: A stealth unit that can not be stepped on, but interrupts enemy movement instead of being stepped on: eg. submarines should work this way.
- Mine way: A stealth unit that can be stepped on, but if enemy did not die from it (eg. a pit with spikes, or a minefield) than the enemy gets damaged and its movement interrupted (and mine remains)
- Interrupting First strike: new kind of first strike meaning it will attack in enemy turn and can interrupt movement: eg. AA gun that will shoot a plane right on entering its range of fire - and maybe interrupts plane movement, not sure.
- Treasure chest: an object that can be hidden on a campaign map, and if player gets it/opens it, it can give GEMs for the upgrade section.
- Wonder: a building that takes long to build, and if ready and kept alive for 10-15 turns the player wins (all player gets notification that a Wonder was started to build)
it is a priority list that will never get closed
Select here the most importants in your opinion
You can change your votes any time
will be more items, suggest please
------------------------------------------------------------------------
It will be a "need list" too but here i start only collect the 10 ideas.
current ideas:
- Step by Step movement: making ability for a unit not to consume all movement, but in one turn it can go mutiple times until remaining movement goes to zero - so a unit can jump in attack and retreat in one turn. This would be a special setting for the unit.
- Teleporting option: a unit that has a "pair" unit somewhere and other units going into one will come out on other - or something like this (like a tunnel)
- Unit join option: one unit can join to other unit in special ways: eg. receiving/redirecting all damage from the other unit(s) like the "En-kor" cards in MTG.
- Submarine way: A stealth unit that can not be stepped on, but interrupts enemy movement instead of being stepped on: eg. submarines should work this way.
- Mine way: A stealth unit that can be stepped on, but if enemy did not die from it (eg. a pit with spikes, or a minefield) than the enemy gets damaged and its movement interrupted (and mine remains)
- Interrupting First strike: new kind of first strike meaning it will attack in enemy turn and can interrupt movement: eg. AA gun that will shoot a plane right on entering its range of fire - and maybe interrupts plane movement, not sure.
- Treasure chest: an object that can be hidden on a campaign map, and if player gets it/opens it, it can give GEMs for the upgrade section.
- Wonder: a building that takes long to build, and if ready and kept alive for 10-15 turns the player wins (all player gets notification that a Wonder was started to build)
- LordOfAles
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Re: Unit/tech capabilities
I like the idea of better movement and that chests give gems. I think there should be 1 gems in chest, and same chest cannot give gems again.
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- General Brave
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- Gral.Sturnn
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Re: Unit/tech capabilities
I already made a pike post with its possible properties if you wanna check out.
~Gral.Sturnn
- makazuwr32
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Re: Unit/tech capabilities
I think that this "Wonder" building must be alive AFTER it was finished for some time as well (5-15 turns) to win.
As for "Step-by-step movement" – it is only for few units, not for everyone, right?
As for "Step-by-step movement" – it is only for few units, not for everyone, right?
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™.
- Gral.Sturnn
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Re: Unit/tech capabilities
Different wonders with the same cost?makazuwr32 wrote: ↑Thu Jul 19, 2018 6:36 am I think that this "Wonder" building must be alive AFTER it was finished for some time as well (5-15 turns) to win.
As for "Step-by-step movement" – it is only for few units, not for everyone, right?
~Gral.Sturnn
- makazuwr32
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Re: Unit/tech capabilities
Nono. I mean that After it is ready it needs to be alive for a few more turns (5-15) to launch winning trigger.
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™.
- Gral.Sturnn
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Re: Unit/tech capabilities
Ok!makazuwr32 wrote: ↑Thu Jul 19, 2018 6:36 am I think that this "Wonder" building must be alive AFTER it was finished for some time as well (5-15 turns) to win.
yes, only for specific units.makazuwr32 wrote: ↑Thu Jul 19, 2018 6:36 am As for "Step-by-step movement" – it is only for few units, not for everyone, right?
- General Brave
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Re: Unit/tech capabilities
I have a few unit in mine for that.
Wise, Might, Loyalty. Forever stands Warfell.
- makazuwr32
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Re: Unit/tech capabilities
2 new ideas that are needed for aof:
1. Elemental unit type:
-has fomplete invurability to all spells, buffs and debuffs exept slowing in any form;
-immune to healing from buildings, can be healed only with spells;
-vurable to disenchant spell — this spell deals to them damage.
Also add similar thing to Summoned units — disenchant spell deals damage to them.
2. Disrupt spell/Silence spell:
-forcibly changes cooldown of target's spells to defined value: for example sets all spells on 8 turn cooldown.
I also have idea of powerful spells for units that you can use only one per cooldown of all spells (aka spellbook, one cooldown for all spells of unit) and this needs similar mechanic.
1. Elemental unit type:
-has fomplete invurability to all spells, buffs and debuffs exept slowing in any form;
-immune to healing from buildings, can be healed only with spells;
-vurable to disenchant spell — this spell deals to them damage.
Also add similar thing to Summoned units — disenchant spell deals damage to them.
2. Disrupt spell/Silence spell:
-forcibly changes cooldown of target's spells to defined value: for example sets all spells on 8 turn cooldown.
I also have idea of powerful spells for units that you can use only one per cooldown of all spells (aka spellbook, one cooldown for all spells of unit) and this needs similar mechanic.
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™.
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Re: Unit/tech capabilities
ok, poll created
- General Brave
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- Lynx Shafir
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Re: Unit/tech capabilities
The damage redirect is good for the guard concept
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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- Sunrise Samurai
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Re: Unit/tech capabilities
So it seems. I'd like to see stealth adjusted both ways more than a free gem you have to accidentally step on in a map.
The glorious sun rises again
- makazuwr32
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Re: Unit/tech capabilities
So do i. only one who is voted for that and i will not change my vote until it is implemented.
Mainly because i want to see stealth outposts and such for elves.
Mainly because i want to see stealth outposts and such for elves.
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™.
- Sunrise Samurai
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Re: Unit/tech capabilities
My thoughts exactly, though it would also mean spies and assassins will actually require an action to kill, not just an archer stepping on them. Edited my vote to join yours.
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- makazuwr32
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Re: Unit/tech capabilities
another reason also is that i want to see dwarven submarine)
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™.
- General Brave
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Re: Unit/tech capabilities
It would be ridiculous if a powerful unit simply gets stepped on.
Wise, Might, Loyalty. Forever stands Warfell.
- Sunrise Samurai
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Re: Unit/tech capabilities
*cough* typhoon *cough*
Especially a certain hero unit that has a stealth form ehm
Especially a certain hero unit that has a stealth form ehm
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- General Brave
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Re: Unit/tech capabilities
I killed him using a worker.
Wise, Might, Loyalty. Forever stands Warfell.
- Lynx Shafir
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Re: Unit/tech capabilities
Suggestion-
"attack tipe what modifies unit position "
Self and enemy.
Eg. Knock back, shild dash - back move according to attack direction
What drag closer eg lasso, kusarigama. Tentacles.
Explosion effect.
cannon moves back when fires
And such.
"attack tipe what modifies unit position "
Self and enemy.
Eg. Knock back, shild dash - back move according to attack direction
What drag closer eg lasso, kusarigama. Tentacles.
Explosion effect.
cannon moves back when fires
And such.
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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Re: Unit/tech capabilities
We definitely need that submarine way.
Wise, Might, Loyalty. Forever stands Warfell.
- makazuwr32
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Re: Unit/tech capabilities
New movement type suggestion:
Teleportal – acts like flying unit when moving but can land only on tiles as land unit: grass, forest, and can't land into water/on mountains/obstacles. For attack vounts as land unit.
Teleportal – acts like flying unit when moving but can land only on tiles as land unit: grass, forest, and can't land into water/on mountains/obstacles. For attack vounts as land unit.
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™.
- makazuwr32
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Re: Unit/tech capabilities
New research effect: incompability – if you research one thing it auto locks research for other and vice versa.
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™.
- Lynx Shafir
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Re: Unit/tech capabilities
So is a practically chose one way of upgrade.
Like two way skill tree methods?
Like two way skill tree methods?
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
- makazuwr32
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Re: Unit/tech capabilities
Yes. I want this for some advanced techs of dwarves and maybe for mechanical race. But mainly for dwarves.
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™.
- Lynx Shafir
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Re: Unit/tech capabilities
I could use it to some undead upgrades (unit, and ability)
Creating different monsters - mutations
Or "only one magic can be learned" way
Creating different monsters - mutations
Or "only one magic can be learned" way
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
- Sunrise Samurai
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- Location: Florida, U.S.
Re: Unit/tech capabilities
Interesting. A bit of discussion and the polls change. Now submarine style stealth is at the top.
The glorious sun rises again