Aura buildings

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Sunrise Samurai
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Aura buildings

Post by Sunrise Samurai »

This idea is simple. Buildings that only provide a useful aura to fill out space into a city. Examples could be a well, which would prevent or remove burning from nearby units, and an apocathary, which would do the same for burning. Build a statue or flag for group attack aura, and a hospital for healing aura. Let's say the apocathary could garrison 1-2 to heal, and the hospital 2-3. These would give builder units more to make than towers after factories are done, and will make bases seem like towns around the town center rather than small outposts.
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Stratego (dev)
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Re: Aura buildings

Post by Stratego (dev) »

Good! Please open topic for your favorite ideas so we can finalize them by images and stats! Thanks!
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Sunrise Samurai
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Re: Aura buildings

Post by Sunrise Samurai »

Ok to start, a well
3 cost
15 hp
Fire prevention aura: 3 squares around allies have fire removed and cannot be set on fire.

Simple enough design, easy to make and stops fire from wrecking a base.

Next, apocathary, which would be identical to a well except preventing poison.

The apocathary would help secure a base area when poison attacks are coming on your units.

Statue
5 cost
15 hp
Morale aura: +2 attack and both armors to all allies, +1 range to ranged allies. Radius 3

More expensive, but provides a powerful aura that can let a small force take on a large one and turn a battle around for a comeback

Flag
2 cost
10 hp
Group attack aura

Cheaper than a statue, and can be made closer to enemy lines, but easy to destroy.

These would necessitate a change in the ai building arrangement. First priority would be the existing setup, where factory buildings are placed adjacent to town centers. Next, towers in those spaces. After that, put aura buildings at the 4 corners if there is space, checking to be sure auras are not duplicated too close to one another
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Stratego (dev)
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Re: Aura buildings

Post by Stratego (dev) »

they are awesome! cool!
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Sunrise Samurai
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Re: Aura buildings

Post by Sunrise Samurai »

Other races may be more themed to the race. For example, a shamanic theme for orcs I was thinking.

Flame totem
5 cost
10 hp
Fire prevention aura: same as well
Fire aura: inflicts fire on applicable enemies once each turn. Radius 3

Very quickly becomes painful if left to work, but easy to kill, expensive, and can be thwarted with some repair units. Also keeps nearby buildings safe from fire effects like the human well.

Healing rune
3 turn cost
15 hp
Healing aura

Obvious purpose, keeps allies alive to defend base and provides a place to come heal.

Silence totem
5 turn cost
10 life
Silence aura: all magic based spells, or if too hard to code all spells in general, of enemy units are placed in a one turn cooldown each turn within the radius, radius being 7 to stop fireballs from killing it.

Completely neutralizes mages, mummies, druids, wizards, healers, and liches anywhere nearby, but again expensive and easy to destroy.

Courage totem
4 cost
10 hp
Morale aura, same as statue.

Slightly cheaper than a statue, but easier to kill.

You may notice the orc aura buildings are powerful, but fragile to reflect their lack of building expertise and emphasis on offense over all else.
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draakjee
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Re: Aura buildings

Post by draakjee »

Nice ideas, would like to see them in game :)
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Sunrise Samurai
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Re: Aura buildings

Post by Sunrise Samurai »

On to elf.

Mystic spring
8 cost
25 life
2 to both armors
Fire prevention aura
Life aura: 3 radius, 5 healing per turn to ents and living buildings, namely most elf buildings other that the archery, which doesn't currently have an image to fit being alive.

Another well knockoff. Expensive, but durable with a great way to keep a base intact in extended battles.

Faerie hollow
3 cost
15 life
No armor
Featherfoot aura: +1 speed to allies in 4 squares.

Cheap, easier to kill, but rather fun to have around slower units. Faster units become really fast. A network of these replaces the elf inability to make wagons.

Tree of Life
8 cost
25 hp
2 to both armors
Poison prevention aura: same as apocathary.
Sheltering aura: works like healing aura, but 2 healing and 4 radius.

Like the spring, keeps things alive while being durable, and is expensive for a reason.

Vicious bramble
6 cost
20 life
No attack
No armor
1 action per turn
Slowing spell

While not a true "aura" building, it isn't exactly a tower either. Slowed infantry is often immobilized, making it unable to reach buildings to kill. Slowed cavalry can't really move that well, and is easier to eliminate. Can't defend a base on its own, but it certainly helps out with allied units around.
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Re: Aura buildings

Post by Sunrise Samurai »

Finally on to undead

Bile spring
6 cost
20 life
10 attack, no actions per turn (counterattack only)
Poison aura: 3 squares, poisons enemies
Infection aura: 3 squares, gives infected status detailed in my other post, being 2 dmg per turn and if the victim dies under this effect they leave a zombie, not a corpse.

Vile and disgusting, this isn't a structure anyone wants to go near. Left unchecked, it can deal massive damage and raise an army of zombies by existing, but probably won't be allowed to live that long.

Stitcher's hut
4 cost
20 life
1 action per turn
Healing aura
Healing spell

Combining healing aura with a healing ability gives a sure way to keep units in good health, focusing the spell where units are most damaged. Provides healing the undead lack.

Calcification rune
5 cost
15 life
Defensive aura
+2 to both armors to all allied units and buildings in 3 radius.

Simple defense buff, strong but easy to kill for the cost.

Deathless rune
4 cost
20 life
1 action per turn
Animate dead: same as lich

Not much to say. Ensures you don't need a lich around to keep skeletons active
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Alexander82
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Re: Aura buildings

Post by Alexander82 »

Should we revive this one?
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samuelch
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Re: Aura buildings

Post by samuelch »

Yes, this is a unique idea.
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Re: Aura buildings

Post by Puss_in_Boots »

I'd like to make images for them, but I think I will continue to make some tank images for now.
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Re: Aura buildings

Post by Sunrise Samurai »

Wow. I forgot these. This would definitely be a good way to keep workers busy. Would it be easier to split the topic by race, since I had them in separate posts already?
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Re: Aura buildings

Post by Puss_in_Boots »

I think that would help.
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Sunrise Samurai
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Re: Aura buildings

Post by Sunrise Samurai »

Okay. Copying over by race. Might take a little bit to get them all up.
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General Brave
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Re: Aura buildings

Post by General Brave »

I have a basic for the flag.
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Lynx Shafir
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Re: Aura buildings

Post by Lynx Shafir »

Nice image General.

Some ideas need to reconsider cous the development.
(Like undeads got spirit tower.)
Ideas for dwarfs?

Also NEED building limit, Idk

I like the well concept, great for humans and elf, so be the first to work on.
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General Brave
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Re: Aura buildings

Post by General Brave »

How about something that their Mechanicals.
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Re: Aura buildings

Post by Lynx Shafir »

U mean for dwarfs?
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Re: Aura buildings

Post by General Brave »

I should continue some of this.
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Re: Aura buildingsil

Post by Lynx Shafir »

Should I draw a well?
Or have such in grafical collection?
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Re: Aura buildings

Post by General Brave »

Any one.
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Lynx Shafir
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Re: Aura buildings

Post by Lynx Shafir »

Well...
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Savra
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Re: Aura buildings

Post by Savra »

Looks fine to me, needs team colour more visible though like maybe a line on the roof of something.
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Re: Aura buildings

Post by General Brave »

Perfect.
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Lynx Shafir
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Re: Aura buildings

Post by Lynx Shafir »

Ya, I forgot team colour.
There is an in game well decoration so if cud put here to compare with.
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Re: Aura buildings

Post by Lynx Shafir »

..
And a basic statue
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Re: Aura buildings

Post by General Brave »

Ok.
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