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Jump - IMPLEMENTED
Posted: Wed Sep 06, 2017 4:33 pm
by Alexander82
Jump

Turn cost: 6
At Tc
Effect:
Sword dancers gain the ability "jump" that allows them to jump in range 2 ignoring obstacles
This way they can jump in the middle of 4 enemies and hit 4 at times with whirlwind attack
Re: Jump
Posted: Wed Sep 06, 2017 5:39 pm
by Sunrise Samurai
Interesting. Sounds like a useful idea.
Re: Jump
Posted: Wed Sep 06, 2017 9:24 pm
by Puss_in_Boots
Would be using useful for jumping rivers too, which would give more options for the map maker to give the player when they are playing his map.
Re: Jump
Posted: Wed Sep 06, 2017 9:26 pm
by Puss_in_Boots
Just give it a cool down of 1, so it doesn't get abused as quick travel.

Re: Jump
Posted: Thu Sep 07, 2017 12:18 am
by Alexander82
Yeah. I think that a cooldown is fair enough. Also the ability to jump over small rivers is good for a melee unit.
Re: Jump
Posted: Thu Sep 07, 2017 12:49 am
by Sunrise Samurai
Cooldown 1, so it only can be used once a turn. Yeah, definitely. +2 speed vs +4 speed. Big difference.
Re: Jump
Posted: Thu Sep 07, 2017 1:02 am
by Puss_in_Boots
With balanced blades it's +6 speed.
Re: Jump
Posted: Thu Sep 07, 2017 1:57 am
by Alexander82
Puss_in_Boots wrote:With balanced blades it's +6 speed.
Yep. It also mean double whirlwind after jump
Re: Jump
Posted: Thu Sep 07, 2017 2:07 am
by Sunrise Samurai
Ouch. That's a good combo. Between the two, it might just be worth using swords dancer over sentinel for sheer damage and speed. No account for survivability though. I still maintain swords dancer should be anti infantry, not anti building.
Re: Jump
Posted: Thu Sep 07, 2017 2:13 am
by Alexander82
With 3x action they can be anti everything xD
Re: Jump
Posted: Thu Sep 07, 2017 2:21 am
by Sunrise Samurai
It fits the flavor more, as something that cuts down foot soldiers with ease. Buildings aren't taken down by unpredictable, fast movement as dancing with twin swords. In fact, I've wondered how swordsmen in general get a bonus vs buildings, but it doesn't bother me too much except for this particular one. A sword will bounce off a stone wall lol
Re: Jump
Posted: Thu Sep 07, 2017 12:32 pm
by Alexander82
I think it is mostly like soldiers raiding a place. I've always been bothered more of arrows that bring down buildings lol xD
Anyway the real problem about the unit is not a matter of bonus but the fact that whirlwind attack was meant do deal damage like a normal attack (growing with techs effect) instead it deals like 4 attacks.
Anyway i don't think a high bonus against infantry would be balanced (it could take down 4 at times without receiving a counterattack). I would give it more a bonus against ranged units (that aren't expert in swordfighting). Thanks to its mobility it might be easily put in the middle of archers killing a good number at once.
Re: Jump
Posted: Thu Sep 07, 2017 12:48 pm
by Alexander82
Image
Re: Jump
Posted: Fri Sep 08, 2017 4:30 pm
by Alexander82
Daniel is it ok for you?
Re: Jump
Posted: Sat Sep 09, 2017 5:40 am
by Stratego (dev)
i am not sure which was the discussed suggestion at the end, but generally it is weird to jump tru a mountain.
instead we can call it some kind of teleport if it is legal in adnd.
also might need coding. also ai coding to use it properly.
Re: Jump
Posted: Sat Sep 09, 2017 11:45 am
by Sunrise Samurai
Well, I know a little in d&d 4e. The teleportation mechanics there are easily handed out with the right equipment, race, and classes. One race that is closely related to elves, eladrin, has a natural ability to teleport 5 squares (25 feet ish I think) with only a 5 minute rest to recharge. Several items give a similar ability, and one pair of boots even let's you teleport anywhere in sight up to a mile, once a day. Swordmages have a number of teleportation abilities that let players almost never have to walk.
In short, it could easily be explained as utilizing either inate magic or specialized equipment, or some combination thereof. Done this way, it might be reasonable to expand the concept to other elves we want to add it to later.
Might need a new name though. And I don't think the ai will ever use it as more than a speed boost. Not that some players will do differently.
Re: Jump
Posted: Sat Sep 09, 2017 1:05 pm
by Alexander82
Generally teleport is something used by high level mages but in 3.5 editions there are some classes in a book called tome of battle. Those classes use KI to power up their magic-like feats. Some techniques can also stop time, so I assume we might give it a martial flavor.
Re: Jump
Posted: Sat Sep 09, 2017 2:07 pm
by Sunrise Samurai
So I guess our options are magical, equipment based, or monk based. Honestly I think I like the equipment route, for having elf smith research it. Maybe even make this the first of a sub-category of techs there, starting with an "enchantment" tech that allows you to research a variety of abilities or upgrades, including this one. That helps build a tech tree by adding a technology to research further technologies.
Re: Jump
Posted: Sat Sep 09, 2017 2:56 pm
by Alexander82
What about boots of enhanced jumping or Boots of dislocation?
I'd like to stick with the original jumping idea since sworddancers are the agile kind of warrior and a leap and slash action it would be more fit for them.
The ninja style dislocation (ki based) might also fit but a magical teleport is out of their flavor in my opinion.
Re: Jump
Posted: Sat Sep 09, 2017 3:08 pm
by Sunrise Samurai
Ok so "boots of dislocation" sounds good.
Researched at elf blacksmith for 3 turns, requires you to research "enchanting" for 6 turns.
Yes, this totals 9 turns for 1 upgrade right now, but later enchanted equipment will add small 3 or so research cost options, merely making the first tech a small barrier to a variety of related options that are cheaper because of that initial input.
Re: Jump
Posted: Sat Sep 09, 2017 3:09 pm
by Alexander82
We might avoid the enchantings thing for now. We might implement it later when we have more.
Re: Jump
Posted: Sat Sep 09, 2017 3:39 pm
by Sunrise Samurai
Alright. Let's say 6 turns research for this now, and move to that system later when we have more.
Re: Jump
Posted: Sat Sep 09, 2017 5:45 pm
by Alexander82
ok
Re: Jump - FINALIZED
Posted: Sat Oct 21, 2017 6:07 am
by Stratego (dev)
please someone summarize the "finalized" suggestions, thanks!
Re: Jump - FINALIZED
Posted: Sat Oct 21, 2017 7:22 am
by Alexander82
It is in first post. It is like a movement (flying) in range 2 that cost 1 action.
Re: Jump - FINALIZED
Posted: Sat Oct 21, 2017 10:32 am
by Sunrise Samurai
A little beyond flying, since it can jump enemy units.
Re: Jump - FINALIZED
Posted: Sat Oct 21, 2017 1:08 pm
by Alexander82
You are right. I forgot flyers can't pass enemy units.
Re: Jump - FINALIZED
Posted: Sat Oct 21, 2017 6:45 pm
by Stratego (dev)
i think we dont have such mechanic yet. will need coding
Re: Jump - FINALIZED
Posted: Sat Oct 21, 2017 7:04 pm
by Midonik
Cant you use siege tower mechanic? Also I think its a good think too add,I would want to use it in AoU and also flying units in all games should be able to pass throught enemies thought.
Re: Jump - FINALIZED
Posted: Sat Oct 21, 2017 7:08 pm
by Puss_in_Boots
Siege towers use the same mechanic as flying units.