Antieffect techs

Moderator: Endru1241

Post Reply
User avatar
Detros
Posts: 460
Joined: Sun Dec 11, 2016 12:01 pm

Antieffect techs

Post by Detros » Wed Dec 14, 2016 2:10 pm

Techs that lower damage caused by fire/poison to your units by 50%. Both should be done in Advancements centre and take like 5 turns.

Possible names (those I like more listed in bold)
fire: Fire wardens, Fire brigade, Fire watch, Bucket brigade
poison: Antidote, Herbs, Field medicine

I guess even such high percentage should not be too OP but I admit I did not get into big siege. Do you often find yourself using the damage from fire a lot, either to destroy incoming catapults or to crush enemy towers? Or will the impact be most notable at naval combat?

Maybe even, to guess the impact properly, we should first list all effect-dealing units that are currently implemented. So far I know about these few, are there any more?
- fire: Fire Archer, Fortress, Fire ship ... maybe also Catapults, Trebuchets (but those two only with proper tech) and Castles?
- poison: Poison Archer

User avatar
MightyGuy
Posts: 2089
Joined: Mon Sep 05, 2016 10:03 am
Location: Isengard, Middle Earth

Re: Antieffect techs

Post by MightyGuy » Thu Dec 15, 2016 10:35 pm

Very helpful.
A.K.A SacredNut

User avatar
Detros
Posts: 460
Joined: Sun Dec 11, 2016 12:01 pm

Re: Antieffect techs

Post by Detros » Fri Dec 16, 2016 12:44 am

MightyGuy wrote:Very helpful.
Do you mean this idea is helpful update to game or that those techs would be helpful in your strategies?

User avatar
MightyGuy
Posts: 2089
Joined: Mon Sep 05, 2016 10:03 am
Location: Isengard, Middle Earth

Re: Antieffect techs

Post by MightyGuy » Fri Dec 16, 2016 1:53 am

Detros wrote:
MightyGuy wrote:Very helpful.
Do you mean this idea is helpful update to game or that those techs would be helpful in your strategies?
Both..
A.K.A SacredNut

User avatar
Detros
Posts: 460
Joined: Sun Dec 11, 2016 12:01 pm

Re: Antieffect techs

Post by Detros » Sat Dec 17, 2016 2:36 am

Image ideas:
ImageImage

User avatar
Axe
Posts: 46
Joined: Wed Nov 02, 2016 11:19 pm
Location: Nargothrond, Northern Waste

Re: Antieffect techs

Post by Axe » Sat Dec 17, 2016 7:37 am

Indeed Nice!
So comes snow after fire, and even dragons have their endings.

User avatar
Detros
Posts: 460
Joined: Sun Dec 11, 2016 12:01 pm

Re: Antieffect techs

Post by Detros » Mon Dec 19, 2016 10:17 am

Detros wrote:Image ideas:
ImageImage
That antifire tech image would be rather for "Fire brigade" name. As I liked "Bucket brigade" more, here are two new ideas:
Image or Image

If these buckets look too much like drums adding water in them may help.

superstrijder15
Posts: 44
Joined: Sat Jul 09, 2016 2:48 pm

Re: Antieffect techs

Post by superstrijder15 » Mon Dec 19, 2016 6:19 pm

I think the anti-fire may be slightly op: I use fire archers a LOT when attacking enemy fortifications or as a counter to catapults, trebuchets and ballistas, and this would really impact my ability to do so.

User avatar
DoomCarrot
Posts: 3089
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Re: Antieffect techs

Post by DoomCarrot » Tue Dec 27, 2016 3:57 am

The images and name needs changes in my opinion.

Also, being able to stop fire damage outright is way OP. It would largely unbalance naval wars and sieges. I like the older version of this idea where you can use a unit's turn to put out one fire. This makes it possible to still put out small fires, but leaves fire archers and stuff still strategically useful.
The day is coming when a single carrot, freshly observed, will set off a revolution.

User avatar
COOLguy
Posts: 4005
Joined: Sat Jul 12, 2014 2:58 am
Location: Nenuial, Arnor

Re: Antieffect techs

Post by COOLguy » Tue Dec 27, 2016 4:11 am

Absolutely agree with Doom!
Thanks!
Josh

User avatar
Detros
Posts: 460
Joined: Sun Dec 11, 2016 12:01 pm

Re: Antieffect techs

Post by Detros » Tue Dec 27, 2016 2:25 pm

DoomCarrot wrote:The images and name needs changes in my opinion.

Also, being able to stop fire damage outright is way OP. It would largely unbalance naval wars and sieges. I like the older version of this idea where you can use a unit's turn to put out one fire. This makes it possible to still put out small fires, but leaves fire archers and stuff still strategically useful.
Not stop, just lower the incoming damage. If 50 % is too much it may be still interesting even with just "one less fire damage", effectively "your units gain one anti-fire armor".

But that other tech sounds interesting too. Something like: "Firefighting - Your siege engines and ships can use one turn (both move + attack) to put out one fire."? Do you know that where is that old thread?

Post Reply

Return to “Techs”