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Aura buildings - human

Posted: Sun Sep 03, 2017 11:06 pm
by Sunrise Samurai
Original posting:
Sunrise Samurai wrote: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
Feel free to debate, make images, etc.

Re: Aura buildings - human

Posted: Mon Sep 04, 2017 4:14 pm
by Puss_in_Boots
We could really use these for AoS. I suggested MightyGuys temple to be used as an aura building before, but I don't think we came to an agreement that time because he was creating for neutrals only, we can reuse the temple here because it is not a topic for the neutrals. It should have the same effect as religious fervor.

Re: Aura buildings - human

Posted: Mon Sep 04, 2017 4:30 pm
by Sunrise Samurai
Stats? And remind me what religious ferver does please. Sounds good though.

Re: Aura buildings - human

Posted: Mon Sep 04, 2017 6:12 pm
by Puss_in_Boots
Cost:3
Hp:22/22
Armor:0
Pierce:5

Religious ferver increases the power and spell resistance if a unit.

Re: Aura buildings - human

Posted: Mon Sep 04, 2017 6:25 pm
by Sunrise Samurai
Sounds good to me.

Re: Aura buildings - human

Posted: Wed Dec 20, 2017 9:06 pm
by General Brave
This what I want, except I think the statue should be a Fort and there should be a hospital or a medical tent that heals three or two per turn for in a unit adjacent to it. I think you should call them support buildings and you should be able to build them anywhere but maybe you could build one per town?

Re: Aura buildings - human

Posted: Wed Dec 20, 2017 9:07 pm
by General Brave
And maybe we could have them in random Maps so we could capture them and use them. Maybe only The Fort.

Re: Aura buildings - human

Posted: Thu Dec 21, 2017 2:20 am
by Sunrise Samurai
It's easier to treat them like "towers" and not need tcs to support them, but those are some interesting ideas. And I wouldn't be opposed to alternative options for random, captureable buildings

Re: Aura buildings - human

Posted: Thu Dec 21, 2017 6:26 pm
by General Brave
Tower? Well that's a game changer. I wouldn't mind then. Would someone like to make a tent image.

Re: Aura buildings - human

Posted: Thu Dec 21, 2017 7:32 pm
by Sunrise Samurai
By tower I mean something like spirit towers, that have a defined role that isn't attacking

Re: Aura buildings - human

Posted: Fri Nov 16, 2018 3:26 am
by Savra
Bumped, just because I liked the idea and wanted to remind everyone.

Re: Aura buildings - human

Posted: Fri Nov 16, 2018 7:34 am
by Lynx Shafir
The well* wud be a good start for Aos too

(There's a collective topic for all races)