b2198 wrote: ↑Mon Sep 11, 2023 5:51 pm
Endru1241 wrote: ↑Mon Sep 11, 2023 1:41 pm
b2198 wrote: ↑Sat Sep 09, 2023 3:17 am
Abilities:
- Specialized Siege Overload: chance 100%; range 1; timeout 2; cooldown 3; groups: physical; lasts turns 2; Lasting on Ally, Ignores Spell Resistance, Non-Multipliable effect, Removes all effects(structural); effect on target: +1 speed, +40% power, +2 range [[Siege machine]], is a weapon effect that applies Overloaded Shot:
- Overloaded Shot: chance 100%; range 1; timeout 2; cooldown -; groups: structural; lasts turns 2; Lasting on Self, non-Multipliable effect, Removes all effects(physical), Negative Effect; effect on target: -15 range, -40 attack, -10 armor, -10 p. armor, -10 speed
+2 range here would make rams have 3 range.
Weapon effect cannot be applied on self, as target is centered on a tile unit attacks.
There would be a way to overcome it - by applying negative effect first with -x and then applying positive with +x+y, that overcomes negative effect and gives exact +y total and e.g. is removed on attack, but it would look horrible - be really confusing to players.
Right, forgot about range on rams. Maybe that should be split into 2 abilities instead, 1 for ranged siege and another for melee siege.
That increases workload almost twice.
b2198 wrote: ↑Mon Sep 11, 2023 5:51 pm
Endru1241 wrote: ↑Mon Sep 11, 2023 1:41 pm
b2198 wrote: ↑Sat Sep 09, 2023 3:17 am
This will keep the +2 range, but will make it way more of a decision that the situation demands rather than a permanent buff to a bunch of trebuchets, as it now has a cooldown, a rather big downside after firing, and the ability itself can also be used to slightly boost the speed of rams, siege towers, etc. for 2 turns. The change to percentage will also make him more useful with cannons (as currently the +5 is not very useful for something that already deals 22 base damage, but is currently a lot more useful for hwachas and trebs, as they have a much lower base damage, so this will even out a bit his utility across those units), and with the possible upcoming bombard, that might be something to consider. And shifting a bunch of his power to its active ability, it makes his usage require a bit more careful planning, more in line with how siege battles work in the game, instead of just placing him near the bulk of your siege weaponry and calling it a day. Also making him able to repair stuff makes sense for me too, as an extra role while he's not using his ability to not just sit there doing nothing.
Repair is interesting idea, although the summary of cost + unique building requirement, which can be used to produce only 1 unit at a time would make entry cost so high, that I doubt much usefulness.
Ability is too complicated - both in implementation and for players to understand it quickly.
Percentage attack boost is impossible in the current engine, which was probably stated multiple times.
Yeah, repair is not meant to be the main usefulness, but just to give him something to do while not using the abilities, instead of just sitting there giving the auras.
Would splitting the ability into 2, one for melee siege and another for ranged siege, be enough to simplify both?
Yeah, would have to rethink the attack boost.
The other way around - splitting complicates things even more in implementation and is not really making anything easier for player.
Just the fact, that player sees something like -10 speed, -10 range, -10 power, thinking it's some bug or something and then ONLY if he notices related effect with +11 speed, +11 range, + 11 power and ALSO adds the two together in mind - he can see real effect.
b2198 wrote: ↑Mon Sep 11, 2023 5:51 pm
Endru1241 wrote: ↑Mon Sep 11, 2023 1:41 pm
b2198 wrote: ↑Sat Sep 09, 2023 3:17 am
God of Kings:
cost 8
Hp 30
Attack 13
Range 1
Armor 12
P. Armor 9
Speed 5
Sight 5
Action 1
Heal aff. 40%
Size 1x1
Builders: The Castle of AoS
Specs:
Inconvertible, No attack if garrisoned, Shared Unique unit (1 per player, shared with other units with this spec)
Categories: [Melee], [Flesh and blood], [Mounted], [Hero], [Support]
Bonuses:
- +20% against [Light Infantry]
- +40% against
- [Ranged][Flesh and blood]
- [Medium Infantry]
- [Irregular Infantry]
- [Siege machine]
- +60% against [Heavy Infantry]
- +80% against [Armored Siege Machine]
Even with high cost - I'd prefer to avoid any easter egg units being usable as attacker unit by itself.
This stats make it so.
15 attack with full bonuses, 30 hp and 14/11 armors along with no cavalry category makes it hard to counter.
There is no specific counters like scouts without special category.
The special category would be the [Hero] category, which I'm proposing as just a name change for [Very Agile Defence], since the latter doesn't really make much sense imo. So scouts, rangers, ninjas and rams would have increased damage against him, and with the [Support] category, lasiq assassin and assassin would also have bonuses against him.
I also don't understand why they shouldn't be allowed to be attacking units by themselves...
It made sense for specific set of counters, it is applied to.
[Hero] is undefined and hard to argument for - why would the bonuses come from.
As for why I say hard to counter - I'd advice you to check even one of them real final damage though.
[Mounted] gets from e.g. From spearman it's 5*(100%+60%)+5, so 13 damage vs 12 armor, so exactly 1. Great counter.
Invested Halberdier gives 7 *(100%+60%) + 7 damage, so 18 damage vs 12 armor - only 6 damage - 20% hp.
Oh, and it can be further boosted with blacksmith techs.
Scout gives 16 damage with bonuses vs 12 armor, so 4 hp dealt. ~13%
Mentioned lasiq assasin 5*(100%+150%) = 12. 12 vs 12 armor. 1 hp.
And we are speaking about 5 speed unit, capable to have speed boosted by fresh horses, having 30 hp.
Plus adequate attack similar to late game cavalier, along with proper bonuses.
And it's not, that I am against ability to attack.
I am against them to have adequate attack comparable to proper lategame unit.
Do we assume - it's actually some sort of super elite whole unit (20-50 knights!) - all with such powerful armor?
b2198 wrote: ↑Mon Sep 11, 2023 5:51 pm
Endru1241 wrote: ↑Mon Sep 11, 2023 1:41 pm
b2198 wrote: ↑Sat Sep 09, 2023 3:17 am
Auras and effects: none
Abilities:
- Start Great General's Charge: chance 100%; range 0; timeout Instant; cooldown 4; groups: mental; lasts turns 0; Instant on Self, Ignores Spell resistance, Non-Multipliable effect; Effect on target: [[Hero]] gives the Great General's Charge Aura:
- Great General's Charge Aura: chance 100%; range 3; timeout 1; cooldown -; Aura range 3; groups: mental; lasts turns: 1; Aura on Ally, Ignores Spell Resistance, Non-Multipliable effect; applies Great General's Charge and Fatigue effects:
- Great General's Charge: chance 100%; range 0; timeout Instant; cooldown -; groups: mental; Continuous on Ally, Non-Multipliable effect; effect on target: +9 power, +100% resistance, +100% heal aff., +4 speed [[Melee][Flesh and blood]]
- Fatigue: chance 100%; range 0; timeout 2; cooldown -; groups: physical; lasts turns: 2; Continuous on Ally, Non-Multipliable effect, Negative Effect; effect on target: -4 power, -2 speed [[Melee][Flesh and blood]]
- Perform Wedge Formation Strike: chance 100%; range 1; timeout 1; cooldown 1; Affect range: 1 (75%/distance); lasts turns; 1; Instant on enemy, Ignores Spell Resistance, Non Multipliable effect; effect on target: [-[Flesh and blood] -[Construct]] applies effect Wedge Formation Strike:
- Wedge Formation Strike: chance 100%; range 1; timeout Instant; cooldown -; lasts turns 0; Instant on Enemy, Ignores Spell resistance, Negative Effect, Stronger with Attack(*), Non-Multipliable effect; effect on target: -3 Hp{Deflected by armor} [-Flesh and blood] -[Construct]]
Charge is possible along with fatigue, but not as aura. Aura can only apply instant or continuous under aura range effects.
Would be possible as aoe buff if charge would have timeout too (or be removed after attack), although not sure if it shouldn't be the other way arround - fatigue applied first and charge main as related effect which resolves faster.
But aoe buffs should have some animation of usage and it's hell to make.
Like above with Coolguy - I feel like it's not really that much intuitive to player.
I agree that it would be more intuitive to have fatigue only be applied after moving and/or attacking, but I don't think it's that unintuitive the way it is. Though there still remains the problem of making the aoe buff animation...
Un-intuitive part here is not the order it is applied, but rather what I mentioned above - exact buff value is not seen and has to be calculated (after understanding it first)
b2198 wrote: ↑Mon Sep 11, 2023 5:51 pm
Endru1241 wrote: ↑Mon Sep 11, 2023 1:41 pm
Wedge Formation Strike here is OP. More than 2017 catapults OP.
39-45 melee damage on first target and additionally 29-33 damage on adjacent targets.
Apart of some huge hp units - all else perishes.
How so? Wouldn't it cause 16-21 damage on primary target and 12-16 damage to adjacent targets? Or did I understand something wrong with how
Stronger with Attack(*) works?
It multiplies value stated by attackPower stat of unit.
So I guess you thought it is adding?
That's
Stronger with Attack(+) - I don't think we used it anywhere in AoS yet.
b2198 wrote: ↑Mon Sep 11, 2023 5:51 pm
Endru1241 wrote: ↑Mon Sep 11, 2023 1:41 pm
b2198 wrote: ↑Sat Sep 09, 2023 3:17 am
And similar idea here, allowing Great General's Charge to give +2 speed, but giving it some downsides after using (and in this case, a downside for all units that were affected by it, though not as huge as the CoolGuy one, because these units will in theory already be on the enemy lines at that point, so no need to make them THAT vulnerable). And in case of GoK, there's basically no passive strength he gives to other units at all, so it's all tactical decisions (and all focused on offensive manouvers).
Too strong base stats in general - it doesn't need to give any boosts if it can kill all by itself.
And no cooldown aoe wipeout.
Strongly encourages to use siege towers and buildings, as they do have high hp.
Has A LOT of counters
Is considerably hard to heal
The aoe has 1 turn cooldown and unless I misunderstood something there, doesn't deal a damage that high for a cavalry
Also... I forgot to add another category, [Horse], so that camels, dromedarii and turtle machines can counter it too
A lot of units set as counters, but with damage insufficient to really call them counters.
They could only counter properly with full techs and buffs.
Camels and turtle machines would work though (btw. I would like to move turtle machines along with ornithopter to being fun units - yes I know I have added turtle machine myself, but it would be better that way).