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Burning glass

Posted: Sat May 22, 2021 1:20 am
by APOKALIPTRIX
Archimedes created what we may call the laser's grandpa:
It consisted in a convex lense used to focus the sunrays, it was used to burn enemy ship's sails slowing the ship
and setting it on fire. The melee defense must be low and the ranged high (it's a metallic mirror)
High bonus against ships and burnable, causes burning in ships and blindness in flesh and blood ( if you add this effect in the future). Must be built in the siege workshop.
If anyone likes this idea please suggest stats

Archimedes Inferno

Posted: Sat May 22, 2021 3:09 am
by Hyuhjhih
Yeah nice one. I like the concept. But, i think i could change some things.

NEW FORTIFIED TOWER

Archimedes Inferno
Hp 150
Att 10(can target buildings and burnables only)
Range 10
Arm 0/5
Constr bonus 0%
Mend bonus 0%
Heal rate 6
Carry capacity 3
2x2

Ability

Archimedes death ray
Set target on fire. Fire increment over time.
Standard on fire damage per stacking.
Cd 3, last

Passive effect

Blindness aura
-2 sight , affect allies,enemies. Rng 3

Thermal degradation
-x hp/turn ? Affect self

Imageimage concept

Re: Burning glass

Posted: Sat May 22, 2021 4:14 am
by APOKALIPTRIX
PERFECT!

Re: Burning glass

Posted: Sat May 22, 2021 1:56 pm
by godOfKings
Does siege machine and ship count as burnable?

Re: Burning glass

Posted: Sat May 22, 2021 2:21 pm
by MaharajaInfernape
godOfKings wrote: Sat May 22, 2021 1:56 pm Does siege machine and ship count as burnable?
Yes.

Re: Burning glass

Posted: Sat May 22, 2021 3:07 pm
by Badnorth
Moved to Structures.

Re: Burning glass

Posted: Sun May 23, 2021 10:20 pm
by Morningwarrior
Archimedes really left a sizzling look at history

Re: Burning glass

Posted: Mon May 24, 2021 1:12 am
by APOKALIPTRIX
yes he did.
maybe i willl sugest more of his ideas in the future

Re: Burning glass

Posted: Mon May 24, 2021 3:30 am
by Hyuhjhih
How's the image btw

Re: Burning glass

Posted: Mon May 24, 2021 4:26 am
by Badnorth
Hyuhjhih wrote: Mon May 24, 2021 3:30 am How's the image btw
Looks like mushroom houses that was copy pasted to form a large house. But it looks a little good when looked upon from a far.

Re: Burning glass

Posted: Mon May 24, 2021 5:38 am
by Endru1241
I think it looks good enough.

But stats have to be balanced to not be mainstream, but rather a curiosity. So cost (time to build), endurance, attack power by size compared to others should leave it behind.
Or maybe be equal alternative for fighting ships/siege, but fall back because of lesser capabilities to fight regular land units.

E.g. it could have almost no damage - 2 and apply burn. Maybe blind debuff for flesh and blood units.

Re: Burning glass

Posted: Mon May 31, 2021 10:53 pm
by APOKALIPTRIX
i agree with endru
in real life all it did was set the sails on fire slowing the ships, its not a laser.
and yes the image looks great BTW.

Re: Burning glass

Posted: Tue Jun 01, 2021 1:15 am
by Hyuhjhih
Archimedes Inferno
A glimpse into the past. The same large mirror (not the same actually) which Archimedes used to concentrate sun's isolation over enemy ships to burn them from pretty far. This blindingly bright tower is pretty weak on self protection but is good enough to set batttle ground on fire. Due to high temperatures, the mirror needs periodic repairs.
Hp 150
Att 2(can target buildings and burnables only)
Range 12
Arm 0/5
Constr bonus 50%(10 turns in normal/7 turns with ambidextria)
Mend bonus 0%
Heal rate 6
Carry capacity 3
2x2

Ability

Archimedes death ray
Set target on fire. Fire increment over time.*POSSIBLE?(forms a perfect counter for siege tower tactics)
Standard on fire damage per stacking.
Cd 3, last

Passive effect

Blindness aura
Even the brightness of the sun is hard to look directly. So how about a tower glowing even brighter. I bet you don't want to test it.
-2 sight , affect allies,enemies. Rng 3

Thermal degradation(just like a leaving, but longer)
The huge amount of concentrated rays over its large surface gradually wears away the mirror's reflective luster. Needs periodic mending.
-x hp/turn ? Affect self What should be the value of x

Re: Burning glass

Posted: Tue Jun 01, 2021 1:53 am
by godOfKings
I guess x can b 15 hp, so lasts about 10 turns?

Re: Burning glass

Posted: Tue Jun 01, 2021 2:53 pm
by Morningwarrior
will you have any requirement to be made, because with these 12 ranges it is well, let's say a lot of overpower against siege machines.

Re: Burning glass

Posted: Tue Jun 01, 2021 2:54 pm
by Morningwarrior
Oh he have cooldown so this make the things more balanced

Re: Burning glass

Posted: Tue Jun 01, 2021 2:55 pm
by Hyuhjhih
But with even a labourer nearby, it is utterly useless against. Even if it had incremental fire. Atleast it can outrange the castle and trebs.

Re: Burning glass

Posted: Wed Jun 02, 2021 9:38 pm
by APOKALIPTRIX
Maybe with two fire effects per atack?

Re: Burning glass

Posted: Thu Jun 03, 2021 2:00 am
by Hyuhjhih
Its a scorching beam of concentrated heat, so i would suggest an incrementing,(like 1 on att, if left un treated, 2,3,4,5 and goes on) fire.

Re: Burning glass

Posted: Thu Jun 03, 2021 4:24 am
by Endru1241
Regular incrementing damage is impossible, because applied effect doesn't store much info and doesn't have empty field for that.
We could experiment with place effect - main effect repetitive applies effect affect which applies repetetive effect (weaker burning).

As for making it all in one effect - I am not sure how hard it would be to implement, but it would need code changes.
Let's not bother stratego with that, as he's busy enough with unity.

But, overall - is it needed? Won't regular burning effect be enough if we just make it usable every turn? Burn stacks, so it would make burnables want to avoid it's range.
2x2 structure with 1 action, applying burn on 1 target within very large range (10 would be enough) should be balanced. To make it somehow work against others we can make blindness be -attack, -sight debuff castable in long range too (maybe little closer than main attack, like 6 or 7).
I only wonder if making it be built in 1 or 2 turn longer, but without degradation wouldn't be better.

Re: Burning glass

Posted: Thu Jun 03, 2021 6:28 am
by Hyuhjhih
🤔 mmm.. so no access to config and no exception in coding. Seems reasonable. So let us just ensure stratego is comfortable with his work.

What we can do now to maintain this property is customization. Like, i hope you can add -mending effect, and alter the fire damage per turn. So it would get slightly powerful to compensate the limits.
Endru1241 wrote: Thu Jun 03, 2021 4:24 am is it needed? Won't regular burning effect be enough if we just make it usable every turn?
Why I am emphasizing it is the reason, since it conceptually would be a fortified tower, and it can't(since additional fire damage for fortified buildings is removed) take a huge fire damage from a single cretan archer but huge impact from infantry (like a samurai can take it down fast) ,atleast when it is stranded without menders, and it is provided with considerably less hp it would become a waste of turn.
Endru1241 wrote: Thu Jun 03, 2021 4:24 am if making it be built in 1 or 2 turn longer, but without degradation wouldn't be better.
Maybe, but sticking to the concept, degradation is better(as with its far range it often survive from infantry by they being swept before approaching) ,and i hope it is applicable by you without pain. Maybe we can increase the build cost for sure and getting it a little bit mediocre range ie, 10 is good also but a bit more hp.

New stats

Hp 180
Att 2(can target buildings and burnables only)
Range 10
Arm 2/6
Constr bonus 50%(12 turns in normal/9 turns with ambidextria)
Mend bonus 0%
Heal rate 6
Carry capacity 3
2x2

Ability

Archimedes death ray
Set target on scorching fire. -8,-160(mega)hp/turn -30% mendbonus. Std.fire bonus
Cd 3, last 6 range 10

Passive effect

Blindness aura
Even the brightness of the sun is hard to look directly. So how about a tower glowing even brighter. I bet you don't want to test it.
-2 sight , affect allies,enemies. Rng 3

Re: Burning glass

Posted: Thu Jun 03, 2021 10:20 am
by godOfKings
i do slightly agree with endru that for the sake of gameplay, sometimes it is ok to take realism with a pinch of salt ;) it has such high hp and costs same as ballista and cannon tower but same as fortress just only effecting burnables with atk, i think i would rather want the blindness applied only on enemies because in the game, it will always b the allies near the tower most of the time and not the enemies so its more disadvantageous to make it then advantageous... i think it can have same hp as ballista tower without dregradation and blindness b a spell that works on enemies only like endru said

may b it can have 2 actions so applies 2 stacks of burning, still lower than castle 3 stacks, but it outranges castle and thats the advantage, it will b long ranged weak spell caster tower for aos :)

Re: Burning glass

Posted: Thu Jun 03, 2021 11:04 am
by Hyuhjhih
godOfKings wrote: Thu Jun 03, 2021 10:20 am i do slightly agree with endru that for the sake of gameplay, sometimes it is ok to take realism with a pinch of salt ;) it has such high hp and costs same as ballista and cannon tower but same as fortress just only effecting burnables with atk, i think i would rather want the blindness applied only on enemies because in the game, it will always b the allies near the tower most of the time and not the enemies so its more disadvantageous to make it then advantageous... i think it can have same hp as ballista tower without dregradation and blindness b a spell that works on enemies only like endru said

may b it can have 2 actions so applies 2 stacks of burning, still lower than castle 3 stacks, but it outranges castle and thats the advantage, it will b long ranged weak spell caster tower for aos :)
🥂 "FOR THE SAKE OF GAME PLAY, YEAH". Finalizing ....

But, wait...with nearly the same cost as fort@340hp,3act(each with fire) and 6att, +a cannon shot worth 20hp, and 4x armours, 10 heal, 4 capacity. And the only difference is 5 cost in addition? 🤯😬

Is this a partiality towards Archimedes. He sure would have bought that bundle Instead of humongous mirrors.

Comparing ballista towers they have immense damage in hand for the pesky creeping footmen. And can have repaired on a jiffy. On other hand fortress, with the nearby cost, it is less majestic, as it is fragile,lack strength but with fire, it can tease away the woodworks. #after all it don't worth the "Mrs.Fort" title anymore IMO(If you didn't get what i meant, its like actor and act"ress"😉

Re: Burning glass

Posted: Thu Jun 03, 2021 3:07 pm
by L4cus
Image

this is the mirror tower of age of mythology (from the same developers of age of empires)

Re: Burning glass

Posted: Thu Jun 03, 2021 3:43 pm
by Hyuhjhih
But the original history was from a big Fortress not a simple tower. So i think changing the image won't be necessary
Image

Re: Burning glass

Posted: Thu Jun 03, 2021 3:56 pm
by L4cus
then we could have hellenic fortress and an upgrade with this machine as an ability
similar to castle and high castle (i am not sure thats the name)

Re: Burning glass

Posted: Thu Jun 03, 2021 3:57 pm
by L4cus
Image
this is the fortress from age of mythology, just put some mirror on it

Re: Burning glass

Posted: Thu Jun 03, 2021 4:00 pm
by L4cus
Hyuhjhih wrote: Thu Jun 03, 2021 3:43 pm But the original history was from a big Fortress not a simple tower. So i think changing the image won't be necessary
Image
the sprite does look like a tone of mushrooms, i dont think thats accuarate, the sprite doesnt look like this image u are sharing now

Re: Burning glass

Posted: Thu Jun 03, 2021 4:12 pm
by godOfKings
a hellenic mega castle with this tower is also a cool idea

Re: Burning glass

Posted: Thu Jun 03, 2021 4:18 pm
by L4cus
i know....its my idea after all (just joking)