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Sapper (Saboteur)

Posted: Wed Nov 12, 2014 1:05 am
by Alex486
Sappers where used in medieval times to burrow under walls to set a fire to blow up the wall. Maybe we create a sapper unit that can take out 3 towers (the attacked tower and the ones to the left and right if it), 1 castle or half a castle, or 3 walls (same as towers). If the sapper is killed by an enemy unit, it blows up and takes out the 8 squares around it (friend and foe and buildings).

Thoughts?

nuns

Posted: Sat Nov 15, 2014 2:35 am
by Simsj38
Research nuns in the church. They would be able to persuade or take over enemy buildings.
*2 -3 turns depending on building

Re: Sapper unit

Posted: Mon Nov 17, 2014 2:58 pm
by balint
It would be extremely overpowered.

Re: Sapper unit

Posted: Mon Nov 17, 2014 6:47 pm
by ejm29
I like it, but it needs some work to make it less over powered. What where you thinking the stats would be like? I was thinking.. ...
10 turns to make.
Low hp.
No armor.
High pierce armor.
Speed 3.
Very low attack.

As for destroying buildings,perhaps it takes 3 turns to do from the adjusted tile. If the unit moves away from the building, attacks anything or is killed before the third turn the action is canceled?

Just a idea :)

Re: nuns

Posted: Tue Dec 02, 2014 5:40 pm
by patroid
Hi
I dunno think so or did ya mean a NEW unit??

Patroid

Re: nuns

Posted: Tue Dec 02, 2014 5:50 pm
by COOLguy
Not my fave. Maybe if it was explained more... doesn't make sense.

Re: nuns

Posted: Tue Dec 02, 2014 6:02 pm
by ejm29
I think he means....
A nun as a new unit.
It can convert a building like the healer can a unit.
To make them you must first research a particular research in the church.
:) (please correct me if im wrong)

Re: nuns

Posted: Wed Dec 03, 2014 12:32 am
by COOLguy
In that case, I don't like it.

Re: nuns

Posted: Wed Dec 03, 2014 4:45 pm
by ejm29
I think it could be cool as a ability you can research for the healer rather than a new unit :D

Re: nuns

Posted: Wed Dec 03, 2014 7:38 pm
by COOLguy
IDK about that. What if your guys are inside?

Re: nuns

Posted: Wed Dec 03, 2014 8:03 pm
by ejm29
Killed? ;)

Re: nuns

Posted: Wed Dec 03, 2014 8:06 pm
by draakjee
I also don't like it, buildings are made of wood and stone. And it would be really strange if those materials can change sides...

Re: nuns

Posted: Wed Dec 03, 2014 11:08 pm
by Stratego (dev)
building conversion: there is still a problem if the building has units inside, what would happen to them?

Re: nuns

Posted: Wed Dec 03, 2014 11:58 pm
by COOLguy
I've been thinking more of the idea of buildings switching sides and here is why I dislike it. 1) If your units are inside what happens to them? If they die or convert it could be very overpowered. 2) Also the number of factory structures you can build is limited to the number of tc s owned. So if these can be converted, then there could theoretically be excess of fifty barracks with only half a dozen tc s. Additionally, what exactly are we converting? The " structure garrison"?

Re: nuns

Posted: Thu Dec 04, 2014 7:36 am
by ejm29
Well realisticly coveting wood and stone is stupid. I think you would probaly be converting the people that run the buildings. Ie for a for the stable you would be converting the stable hands :) and although there is a tc-building limit, once the building is destroyed you can't re-build it. :) also maybe they could take half the time for the enemy to re-convert. :D

Re: nuns

Posted: Thu Dec 04, 2014 1:26 pm
by COOLguy
Actually, you can rebuild stables and such. :D

Re: nuns

Posted: Thu Dec 04, 2014 3:01 pm
by ejm29
Well you can repair, but not build others once the converted ones are destroyed (not unless you have enough tc anyway) ;)

Re: nuns

Posted: Thu Dec 04, 2014 5:15 pm
by patroid
Hi
I got it, the nun can make a small
Rebellion like in RTW. Thats mean if
We use the nuns on a building it has
A 30% chance to spawn the NEW Peasebt
Unit next to the building(randomly like the shots of
The catapult). Also it means if stronger units are in the
Buildibg the chance decrease like the conversion...

Patroi

Re: nuns

Posted: Thu Dec 04, 2014 7:57 pm
by COOLguy
Ejm: OK I misunderstood you.

Re: nuns

Posted: Sat Dec 27, 2014 1:04 pm
by Alex486
I like the idea of a nun. In real life, buildings are converted all the time.

For the issue of units inside, they should be converted to the nuns team with the idea that if you see a nun approaching your building and you units inside, those units have to be pulled away from fighting other ubits to take out the nun.

For the issue of too many unit producing buildings and not enough TC, that can happen today already. That can happen when I habe 10 TC and 10 ubit producing buildings and I then lose a TC but still have the building.

Maybe a good compromise would be the nun can only capture a building if the nun's team has more TC than unit producing buildings. That adds a layer of strategy of do I build a building now, do I wait and capture, do I build now and destroy my building when my nun gets close to an enemy building?

Re: nuns

Posted: Sat Dec 27, 2014 5:23 pm
by ejm29
Thats a great idea. :D

Re: nuns

Posted: Sat Dec 27, 2014 11:22 pm
by COOLguy
I rethought on the idea and I still don't like it. Here are my two issues:

Logistically: For units being converted inside a building, that is WAY over powered - that could represent up to 70 turns of construction (2 wagons full of Spartans including the building cost) MULTIPLIED BY TWO! What if the units inside are unconvertible? (like the Spartans and wagons) Also while you can get more factories than tc's you own, by the above mentioned way, there is still a limit - the amount of available tc's. Plus it is unlikely that you will ever have more than a few extra from that way.

Theoretically/Historically: Yes buildings are captured in battle, but not by one "special-converting-unit". Why exactly is it a 'nun' doing this? That is not sense. What is that 'nun' doing anyway? I have never heard of a mass revolt started by one 'nun'. 'Missionary' might be better. But the way it is currently envisioned, this unit would be very unpleasant and a bit dangerous, but mostly harmless - you see him coming and kill him before he gets anywhere close to your buildings.

That is my position. If any can return it I may have to change my mind, but I see no way around the mentioned issues.

Re: nuns

Posted: Sat Dec 27, 2014 11:58 pm
by Stratego (dev)
what about restricting the conversion: nun can convert only if the building is empty, maybe she can "occupy" a TC too by conversion (?).

Re: nuns

Posted: Sun Dec 28, 2014 12:30 am
by COOLguy
That is better. If you also limit it like Alex suggested, I would be fine with it in the game, though I probably would not use it.
An alternate suggestion is that when a factory is converted, it is degraded to a structure that has limited producing units (i.e. not as many or more expensive). I don't think any other structures should be convertible, so that it is not OP.

digger

Posted: Fri May 15, 2015 2:36 pm
by Darkknight
It will dig under the walls to make it fall down. Will break walls in one hit but it will kill the digger. 2 turns to make.

Re: digger

Posted: Fri May 15, 2015 2:55 pm
by RiverRaider 1097
Yeah I think an upgrade of the worker to engineer should be able to do tasks like this and break rock like you mentioned in another post maybe produced in the advancement center?

Re: digger

Posted: Fri May 15, 2015 3:13 pm
by Darkknight
Yes

Re: digger

Posted: Sat May 16, 2015 3:56 pm
by RiverRaider 1097
Also the engineers could cut path through or down forests to make way for wagons, chariots and siege units?

Re: digger

Posted: Sat May 16, 2015 3:58 pm
by RiverRaider 1097
As mentioned by someone (sorry for 2x posting :oops: )

Re: digger

Posted: Fri May 22, 2015 8:16 pm
by Ajas
There is no need for diggers. We already have assassins destroying structures with one hit and they die in the process.