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Unit/tech capabilities

Posted: Wed Jul 18, 2018 8:02 pm
by Stratego (dev)
This "vote" is not a vote
it is a priority list that will never get closed
Select here the most importants in your opinion
You can change your votes any time
will be more items, suggest please
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It will be a "need list" too but here i start only collect the 10 ideas.

current ideas:
- Step by Step movement: making ability for a unit not to consume all movement, but in one turn it can go mutiple times until remaining movement goes to zero - so a unit can jump in attack and retreat in one turn. This would be a special setting for the unit.
- Teleporting option: a unit that has a "pair" unit somewhere and other units going into one will come out on other - or something like this (like a tunnel)
- Unit join option: one unit can join to other unit in special ways: eg. receiving/redirecting all damage from the other unit(s) like the "En-kor" cards in MTG.
- Submarine way: A stealth unit that can not be stepped on, but interrupts enemy movement instead of being stepped on: eg. submarines should work this way.
- Mine way: A stealth unit that can be stepped on, but if enemy did not die from it (eg. a pit with spikes, or a minefield) than the enemy gets damaged and its movement interrupted (and mine remains)
- Interrupting First strike: new kind of first strike meaning it will attack in enemy turn and can interrupt movement: eg. AA gun that will shoot a plane right on entering its range of fire - and maybe interrupts plane movement, not sure.
- Treasure chest: an object that can be hidden on a campaign map, and if player gets it/opens it, it can give GEMs for the upgrade section.
- Wonder: a building that takes long to build, and if ready and kept alive for 10-15 turns the player wins (all player gets notification that a Wonder was started to build)

Re: Unit/tech capabilities

Posted: Wed Jul 18, 2018 8:33 pm
by LordOfAles
I like the idea of better movement and that chests give gems. I think there should be 1 gems in chest, and same chest cannot give gems again.

Re: Unit/tech capabilities

Posted: Wed Jul 18, 2018 9:37 pm
by General Brave
Yes, all.

Re: Unit/tech capabilities

Posted: Wed Jul 18, 2018 10:24 pm
by Gral.Sturnn
I already made a pike post with its possible properties if you wanna check out.

Re: Unit/tech capabilities

Posted: Thu Jul 19, 2018 6:36 am
by makazuwr32
I think that this "Wonder" building must be alive AFTER it was finished for some time as well (5-15 turns) to win.

As for "Step-by-step movement" – it is only for few units, not for everyone, right?

Re: Unit/tech capabilities

Posted: Thu Jul 19, 2018 3:21 pm
by Gral.Sturnn
makazuwr32 wrote: Thu Jul 19, 2018 6:36 am I think that this "Wonder" building must be alive AFTER it was finished for some time as well (5-15 turns) to win.

As for "Step-by-step movement" – it is only for few units, not for everyone, right?
Different wonders with the same cost?

Re: Unit/tech capabilities

Posted: Thu Jul 19, 2018 4:00 pm
by makazuwr32
Nono. I mean that After it is ready it needs to be alive for a few more turns (5-15) to launch winning trigger.

Re: Unit/tech capabilities

Posted: Thu Jul 19, 2018 4:02 pm
by Gral.Sturnn
Well cobsidering how long game take it sounds suitable.

Re: Unit/tech capabilities

Posted: Thu Jul 19, 2018 4:09 pm
by Stratego (dev)
makazuwr32 wrote: Thu Jul 19, 2018 6:36 am I think that this "Wonder" building must be alive AFTER it was finished for some time as well (5-15 turns) to win.
Ok!
makazuwr32 wrote: Thu Jul 19, 2018 6:36 am As for "Step-by-step movement" – it is only for few units, not for everyone, right?
yes, only for specific units.

Re: Unit/tech capabilities

Posted: Sat Jul 21, 2018 1:59 am
by General Brave
I have a few unit in mine for that.

Re: Unit/tech capabilities

Posted: Thu Aug 02, 2018 6:23 am
by makazuwr32
2 new ideas that are needed for aof:

1. Elemental unit type:
-has fomplete invurability to all spells, buffs and debuffs exept slowing in any form;
-immune to healing from buildings, can be healed only with spells;
-vurable to disenchant spell — this spell deals to them damage.
Also add similar thing to Summoned units — disenchant spell deals damage to them.

2. Disrupt spell/Silence spell:
-forcibly changes cooldown of target's spells to defined value: for example sets all spells on 8 turn cooldown.
I also have idea of powerful spells for units that you can use only one per cooldown of all spells (aka spellbook, one cooldown for all spells of unit) and this needs similar mechanic.

Re: Unit/tech capabilities

Posted: Thu Aug 02, 2018 6:46 am
by Stratego (dev)
ok, poll created

Re: Unit/tech capabilities

Posted: Thu Aug 02, 2018 11:39 am
by General Brave
Finally.

Re: Unit/tech capabilities

Posted: Thu Aug 02, 2018 3:19 pm
by Lynx Shafir
The damage redirect is good for the guard concept

Re: Unit/tech capabilities

Posted: Thu Aug 02, 2018 6:20 pm
by General Brave
It seems people want gems.

Re: Unit/tech capabilities

Posted: Thu Aug 02, 2018 8:05 pm
by Sunrise Samurai
So it seems. I'd like to see stealth adjusted both ways more than a free gem you have to accidentally step on in a map.

Re: Unit/tech capabilities

Posted: Thu Aug 02, 2018 8:20 pm
by makazuwr32
So do i. only one who is voted for that and i will not change my vote until it is implemented.
Mainly because i want to see stealth outposts and such for elves.

Re: Unit/tech capabilities

Posted: Thu Aug 02, 2018 8:29 pm
by Sunrise Samurai
My thoughts exactly, though it would also mean spies and assassins will actually require an action to kill, not just an archer stepping on them. Edited my vote to join yours.

Re: Unit/tech capabilities

Posted: Thu Aug 02, 2018 8:57 pm
by makazuwr32
another reason also is that i want to see dwarven submarine)

Re: Unit/tech capabilities

Posted: Thu Aug 02, 2018 10:02 pm
by General Brave
It would be ridiculous if a powerful unit simply gets stepped on.

Re: Unit/tech capabilities

Posted: Fri Aug 03, 2018 1:27 am
by Sunrise Samurai
*cough* typhoon *cough*

Especially a certain hero unit that has a stealth form ehm

Re: Unit/tech capabilities

Posted: Fri Aug 03, 2018 2:50 am
by General Brave
I killed him using a worker.

Re: Unit/tech capabilities

Posted: Mon Aug 06, 2018 6:14 am
by Lynx Shafir
Suggestion-

"attack tipe what modifies unit position "

Self and enemy.
Eg. Knock back, shild dash - back move according to attack direction
What drag closer eg lasso, kusarigama. Tentacles.
Explosion effect.
cannon moves back when fires
And such.

Re: Unit/tech capabilities

Posted: Mon Aug 06, 2018 6:45 am
by General Brave
We definitely need that submarine way.

Re: Unit/tech capabilities

Posted: Mon Aug 06, 2018 7:55 am
by makazuwr32
New movement type suggestion:
Teleportal – acts like flying unit when moving but can land only on tiles as land unit: grass, forest, and can't land into water/on mountains/obstacles. For attack vounts as land unit.

Re: Unit/tech capabilities

Posted: Mon Aug 06, 2018 8:26 am
by makazuwr32
New research effect: incompability – if you research one thing it auto locks research for other and vice versa.

Re: Unit/tech capabilities

Posted: Mon Aug 06, 2018 8:31 am
by Lynx Shafir
So is a practically chose one way of upgrade.
Like two way skill tree methods?

Re: Unit/tech capabilities

Posted: Mon Aug 06, 2018 8:48 am
by makazuwr32
Yes. I want this for some advanced techs of dwarves and maybe for mechanical race. But mainly for dwarves.

Re: Unit/tech capabilities

Posted: Mon Aug 06, 2018 8:53 am
by Lynx Shafir
I could use it to some undead upgrades (unit, and ability)
Creating different monsters - mutations
Or "only one magic can be learned" way

Re: Unit/tech capabilities

Posted: Mon Aug 06, 2018 10:34 am
by Sunrise Samurai
Interesting. A bit of discussion and the polls change. Now submarine style stealth is at the top.