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Leader Unit Abilities

Posted: Sun Jun 14, 2020 6:05 pm
by Valaraukar
Just to start off, I think leaders (those with an aura that boosts friendly units, think Human Captain, Orc King, Kobold Lord) are a liability because of their aura. They seem to boost units as long as those units remain within the range of their ability. Units that exit, or are left out when the leader moves, proceed to lose their bonus, specifically for attack. If they re-enter they are only moved back to the "normal" attack level before the leader was near, and must remain near to keep it. The leaders create a unit dependence that harms their side. Is this incorrect in any way?
I thought there was previously (maybe this was just age of strategy) a number of turns where the effects wear off for those outside the zone, if this is not the case anymore in AoF could it be reinstated?

Re: Leader Abilities

Posted: Mon Jun 15, 2020 2:53 pm
by Alexander82
I think that leader (aura) units are good anyway. I don't think that the way they work is arming their side but we are also planning to add in game a different kind of aura units (at the moment for dwarves) that can give specific orders that act like status effects that last one turn.

Units with that kind of "auras" will have generally 2 (or maybe more) effects that will be mutually exclusives and will give some bonus on one side (e.g. attack) but a penalty on another (e.g. armor).

this will allow units to move out of the leader's range unlike auras (which require to expose more the leader unit by bringing it on the first line)

Re: Leader Unit Abilities

Posted: Mon Jun 15, 2020 4:36 pm
by Savra
So something like what was suggested for the Uruk captain?

I'm referring to his motivational shouting that causes uruks in an area to gain +1 spd temporarily.

I'm assuming a similar concept is going to be applied to dwarves captain.

Re: Leader Unit Abilities

Posted: Mon Jun 15, 2020 6:36 pm
by erosbonjour
Good 👍