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Ancient ruins (of power)

Posted: Sun Jun 21, 2015 2:09 pm
by ejm29
I've thought of a coulple of possible names for them (ancient ruin, ect) but im pretty sure a better name could be found.
The idea is that there would be a coulple of these ruins scattered around the map (two-four at the very most) they are basically ruins that (at some point in time) served as a magical defense for a race of ancient beings. Although the beings are long gone, there magical defenses remain (just a quick story i thought up ;) .
Each one would be assigned a random power at the start of the map. (Ie: healing, fire bolts,) they can be captured by any player in the same way as TC's are. The controlling player gets to use the ruins effect once per turn (depending on what that effect is, and if it has a cool down time) they would have 2 spaces for units inside of them. Like tc's, the only way to stop them is to capture them yourself.

So in short, they are great defective buildings armed with a random magical effect. That for the most part, behave like tc's (excluding the unit creation)
This is mainly an idea for multiplayer matches, and there should probably be an option to disable them in the games start up

I really think this would help to make AOF its own game rather than an adaption of AOS.
Feed back would be appreciated, thanks! :)

Re: Ancient ruins (of power)

Posted: Sun Jun 21, 2015 5:14 pm
by Ness
I like idea of tc like building with magic effect. Ancient ruins is good name.

Re: Ancient ruins (of power)

Posted: Thu Jun 25, 2015 2:27 pm
by Sunrise Samurai
The idea sounds fun. Even auras could work. I could see a good example of combining effects to be one with the healing aura from the elf wizard, the group attack aura from the orc leader, the fireball from human mage, and the convert spell from undead lich