Jump - IMPLEMENTED
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Jump - IMPLEMENTED
Jump
Turn cost: 6
At Tc
Effect:
Sword dancers gain the ability "jump" that allows them to jump in range 2 ignoring obstacles
This way they can jump in the middle of 4 enemies and hit 4 at times with whirlwind attack
Turn cost: 6
At Tc
Effect:
Sword dancers gain the ability "jump" that allows them to jump in range 2 ignoring obstacles
This way they can jump in the middle of 4 enemies and hit 4 at times with whirlwind attack
Age of Fantasy design leader
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Jump
Would be using useful for jumping rivers too, which would give more options for the map maker to give the player when they are playing his map.
OLÉ
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Jump
Yeah. I think that a cooldown is fair enough. Also the ability to jump over small rivers is good for a melee unit.
Age of Fantasy design leader
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Jump
Cooldown 1, so it only can be used once a turn. Yeah, definitely. +2 speed vs +4 speed. Big difference.
The glorious sun rises again
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Jump
Yep. It also mean double whirlwind after jumpPuss_in_Boots wrote:With balanced blades it's +6 speed.
Age of Fantasy design leader
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Jump
Ouch. That's a good combo. Between the two, it might just be worth using swords dancer over sentinel for sheer damage and speed. No account for survivability though. I still maintain swords dancer should be anti infantry, not anti building.
The glorious sun rises again
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Jump
It fits the flavor more, as something that cuts down foot soldiers with ease. Buildings aren't taken down by unpredictable, fast movement as dancing with twin swords. In fact, I've wondered how swordsmen in general get a bonus vs buildings, but it doesn't bother me too much except for this particular one. A sword will bounce off a stone wall lol
The glorious sun rises again
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Jump
I think it is mostly like soldiers raiding a place. I've always been bothered more of arrows that bring down buildings lol xD
Anyway the real problem about the unit is not a matter of bonus but the fact that whirlwind attack was meant do deal damage like a normal attack (growing with techs effect) instead it deals like 4 attacks.
Anyway i don't think a high bonus against infantry would be balanced (it could take down 4 at times without receiving a counterattack). I would give it more a bonus against ranged units (that aren't expert in swordfighting). Thanks to its mobility it might be easily put in the middle of archers killing a good number at once.
Anyway the real problem about the unit is not a matter of bonus but the fact that whirlwind attack was meant do deal damage like a normal attack (growing with techs effect) instead it deals like 4 attacks.
Anyway i don't think a high bonus against infantry would be balanced (it could take down 4 at times without receiving a counterattack). I would give it more a bonus against ranged units (that aren't expert in swordfighting). Thanks to its mobility it might be easily put in the middle of archers killing a good number at once.
Age of Fantasy design leader
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
-
- Site Admin
- Posts: 15741
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Jump
i am not sure which was the discussed suggestion at the end, but generally it is weird to jump tru a mountain.
instead we can call it some kind of teleport if it is legal in adnd.
also might need coding. also ai coding to use it properly.
instead we can call it some kind of teleport if it is legal in adnd.
also might need coding. also ai coding to use it properly.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Jump
Well, I know a little in d&d 4e. The teleportation mechanics there are easily handed out with the right equipment, race, and classes. One race that is closely related to elves, eladrin, has a natural ability to teleport 5 squares (25 feet ish I think) with only a 5 minute rest to recharge. Several items give a similar ability, and one pair of boots even let's you teleport anywhere in sight up to a mile, once a day. Swordmages have a number of teleportation abilities that let players almost never have to walk.
In short, it could easily be explained as utilizing either inate magic or specialized equipment, or some combination thereof. Done this way, it might be reasonable to expand the concept to other elves we want to add it to later.
Might need a new name though. And I don't think the ai will ever use it as more than a speed boost. Not that some players will do differently.
In short, it could easily be explained as utilizing either inate magic or specialized equipment, or some combination thereof. Done this way, it might be reasonable to expand the concept to other elves we want to add it to later.
Might need a new name though. And I don't think the ai will ever use it as more than a speed boost. Not that some players will do differently.
The glorious sun rises again
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Jump
Generally teleport is something used by high level mages but in 3.5 editions there are some classes in a book called tome of battle. Those classes use KI to power up their magic-like feats. Some techniques can also stop time, so I assume we might give it a martial flavor.
Age of Fantasy design leader
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Jump
So I guess our options are magical, equipment based, or monk based. Honestly I think I like the equipment route, for having elf smith research it. Maybe even make this the first of a sub-category of techs there, starting with an "enchantment" tech that allows you to research a variety of abilities or upgrades, including this one. That helps build a tech tree by adding a technology to research further technologies.
The glorious sun rises again
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Jump
What about boots of enhanced jumping or Boots of dislocation?
I'd like to stick with the original jumping idea since sworddancers are the agile kind of warrior and a leap and slash action it would be more fit for them.
The ninja style dislocation (ki based) might also fit but a magical teleport is out of their flavor in my opinion.
I'd like to stick with the original jumping idea since sworddancers are the agile kind of warrior and a leap and slash action it would be more fit for them.
The ninja style dislocation (ki based) might also fit but a magical teleport is out of their flavor in my opinion.
Age of Fantasy design leader
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Jump
Ok so "boots of dislocation" sounds good.
Researched at elf blacksmith for 3 turns, requires you to research "enchanting" for 6 turns.
Yes, this totals 9 turns for 1 upgrade right now, but later enchanted equipment will add small 3 or so research cost options, merely making the first tech a small barrier to a variety of related options that are cheaper because of that initial input.
Researched at elf blacksmith for 3 turns, requires you to research "enchanting" for 6 turns.
Yes, this totals 9 turns for 1 upgrade right now, but later enchanted equipment will add small 3 or so research cost options, merely making the first tech a small barrier to a variety of related options that are cheaper because of that initial input.
The glorious sun rises again
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Jump
We might avoid the enchantings thing for now. We might implement it later when we have more.
Age of Fantasy design leader
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Jump
Alright. Let's say 6 turns research for this now, and move to that system later when we have more.
The glorious sun rises again
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
-
- Site Admin
- Posts: 15741
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Jump - FINALIZED
please someone summarize the "finalized" suggestions, thanks!
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Jump - FINALIZED
It is in first post. It is like a movement (flying) in range 2 that cost 1 action.
Age of Fantasy design leader
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Jump - FINALIZED
A little beyond flying, since it can jump enemy units.
The glorious sun rises again
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Jump - FINALIZED
You are right. I forgot flyers can't pass enemy units.
Age of Fantasy design leader
-
- Site Admin
- Posts: 15741
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Jump - FINALIZED
i think we dont have such mechanic yet. will need coding
Re: Jump - FINALIZED
Cant you use siege tower mechanic? Also I think its a good think too add,I would want to use it in AoU and also flying units in all games should be able to pass throught enemies thought.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey