Unit/tech capabilities

Here u see a list of coding related suggestions to be priorized - we can tell what the community needs the most to be coded

Moderator: Endru1241

Unit/tech capabilities

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.
7
37%
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)
2
11%
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.
0
No votes
[[[IMPLEMENTED]]]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.
3
16%
[[[IMPLEMENTED]]]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)
1
5%
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.
0
No votes
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.
3
16%
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)
0
No votes
Elemental unit type (read details in this thread)
2
11%
Disrupt spell/Silence spell(read details in this thread)
1
5%
 
Total votes: 19

Stratego (dev)
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Unit/tech capabilities

Post by Stratego (dev) » Wed Jul 18, 2018 8:02 pm

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
------------------------------------------------------------------------
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)

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LordOfAles
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Re: Unit/tech capabilities

Post by LordOfAles » Wed Jul 18, 2018 8:33 pm

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.
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General Brave
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Re: Unit/tech capabilities

Post by General Brave » Wed Jul 18, 2018 9:37 pm

Yes, all.
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Gral.Sturnn
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Re: Unit/tech capabilities

Post by Gral.Sturnn » Wed Jul 18, 2018 10:24 pm

I already made a pike post with its possible properties if you wanna check out.
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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 » 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?

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Gral.Sturnn
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Re: Unit/tech capabilities

Post by Gral.Sturnn » Thu Jul 19, 2018 3:21 pm

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?
Different wonders with the same cost?
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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 » Thu Jul 19, 2018 4:00 pm

Nono. I mean that After it is ready it needs to be alive for a few more turns (5-15) to launch winning trigger.

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Gral.Sturnn
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Re: Unit/tech capabilities

Post by Gral.Sturnn » Thu Jul 19, 2018 4:02 pm

Well cobsidering how long game take it sounds suitable.
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Re: Unit/tech capabilities

Post by Stratego (dev) » Thu Jul 19, 2018 4:09 pm

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.
Ok!
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?
yes, only for specific units.

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General Brave
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Re: Unit/tech capabilities

Post by General Brave » Sat Jul 21, 2018 1:59 am

I have a few unit in mine for that.
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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 » Thu Aug 02, 2018 6:23 am

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.

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Re: Unit/tech capabilities

Post by Stratego (dev) » Thu Aug 02, 2018 6:46 am

ok, poll created

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General Brave
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Re: Unit/tech capabilities

Post by General Brave » Thu Aug 02, 2018 11:39 am

Finally.
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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir » Thu Aug 02, 2018 3:19 pm

The damage redirect is good for the guard concept
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General Brave
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Re: Unit/tech capabilities

Post by General Brave » Thu Aug 02, 2018 6:20 pm

It seems people want gems.
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Sunrise Samurai
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Re: Unit/tech capabilities

Post by Sunrise Samurai » Thu Aug 02, 2018 8:05 pm

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.
Currently residing at the local ninja academy. I'm still watching though.

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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 » Thu Aug 02, 2018 8:20 pm

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.

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Sunrise Samurai
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Re: Unit/tech capabilities

Post by Sunrise Samurai » Thu Aug 02, 2018 8:29 pm

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

Post by makazuwr32 » Thu Aug 02, 2018 8:57 pm

another reason also is that i want to see dwarven submarine)

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General Brave
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Re: Unit/tech capabilities

Post by General Brave » Thu Aug 02, 2018 10:02 pm

It would be ridiculous if a powerful unit simply gets stepped on.
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Sunrise Samurai
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Re: Unit/tech capabilities

Post by Sunrise Samurai » Fri Aug 03, 2018 1:27 am

*cough* typhoon *cough*

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

Post by General Brave » Fri Aug 03, 2018 2:50 am

I killed him using a worker.
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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir » Mon Aug 06, 2018 6:14 am

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.
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General Brave
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Re: Unit/tech capabilities

Post by General Brave » Mon Aug 06, 2018 6:45 am

We definitely need that submarine way.
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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 » Mon Aug 06, 2018 7:55 am

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.

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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 » Mon Aug 06, 2018 8:26 am

New research effect: incompability – if you research one thing it auto locks research for other and vice versa.

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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir » Mon Aug 06, 2018 8:31 am

So is a practically chose one way of upgrade.
Like two way skill tree methods?
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makazuwr32
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Re: Unit/tech capabilities

Post by makazuwr32 » Mon Aug 06, 2018 8:48 am

Yes. I want this for some advanced techs of dwarves and maybe for mechanical race. But mainly for dwarves.

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Lynx Shafir
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Re: Unit/tech capabilities

Post by Lynx Shafir » Mon Aug 06, 2018 8:53 am

I could use it to some undead upgrades (unit, and ability)
Creating different monsters - mutations
Or "only one magic can be learned" way
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Sunrise Samurai
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Re: Unit/tech capabilities

Post by Sunrise Samurai » Mon Aug 06, 2018 10:34 am

Interesting. A bit of discussion and the polls change. Now submarine style stealth is at the top.
Currently residing at the local ninja academy. I'm still watching though.

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