"Ability" reduced healing
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"Ability" reduced healing
Here is an idea which currently has no use, but could prove useful later, perhaps. Right now all units will heal at the same rate next to a healer/in a village.
It might be useful for some unforeseen campaigns/units to have an ability that can be applied to certain types of powerful units which would make them half as able to be healed.
I have no idea where this would be useful - golems, perhaps, but someone might like it, and it would add an interesting game dynamic for powerful units that can take a heavy beating but take a long time to recover from it.
It might be useful for some unforeseen campaigns/units to have an ability that can be applied to certain types of powerful units which would make them half as able to be healed.
I have no idea where this would be useful - golems, perhaps, but someone might like it, and it would add an interesting game dynamic for powerful units that can take a heavy beating but take a long time to recover from it.
If you want to do this just make a unit that has lots of hitpoints but very low resistance to all attacks. You'll get the same effect.
Conversely, you can make units that can heal 'fast' by giving them fewer hitpoints and high resistance to all attacks.
David
Conversely, you can make units that can heal 'fast' by giving them fewer hitpoints and high resistance to all attacks.
David
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The idea can be tweaked to get some kind of "unhealable" skill that will be more interesting.
Units like the "Cursed King" with his neverhealing wounds will make some fun scenarios... find the magic chalice to heal him before some enemy finish him (or you) The king being an old-code-of-honour chap is here with his full armour and horse unhearing your advice to wait for you.
Units like the "Cursed King" with his neverhealing wounds will make some fun scenarios... find the magic chalice to heal him before some enemy finish him (or you) The king being an old-code-of-honour chap is here with his full armour and horse unhearing your advice to wait for you.
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well, that would make woses rather useless. what if there isn't any water on the map? once they get wounded to 1/2 health, they are worthless...Boucman wrote:I think something like that was proposed for wose: only heal in water...
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holy crap - wait a sec - that's one of the missing keys! If we ever put forest spirits/ sprites in the game (or really, sprites of any type, be they water or forest or sand), we should have a thing where the unit can only heal in certain types of terrain.
This would be a rarely used ability, but...
If we also made said spirits very strong within their terrain, and weak outside, it could well fit their character.
There's still something else that's needed. hmph. Hope I can come up with a bright idea.
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In response to turin's post, the idea is to make the unit quite stronger than normal, but only so on their own terrain.
Sprite - advantage in woods, ok in green ground (swamps, grass), terrible on water and bare earth (sand, hills, mnts.)
Water Sprite - advantage on any terrain with water. Ok on semi-arid terrain (grass, better on trees than grass). Terrible on dry ground.
Earth/Sand Sprite - advantage on any terrain of bare earth, esp sand, but also mountains and hills. Ok in grass, not so good in forest. Terrible over water and swamp.
Frost spirit - uh, kinda explains itself
Dunno how good these would be for multiplayer, but they might be great for campaigns.
This would be a rarely used ability, but...
If we also made said spirits very strong within their terrain, and weak outside, it could well fit their character.
There's still something else that's needed. hmph. Hope I can come up with a bright idea.
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In response to turin's post, the idea is to make the unit quite stronger than normal, but only so on their own terrain.
Sprite - advantage in woods, ok in green ground (swamps, grass), terrible on water and bare earth (sand, hills, mnts.)
Water Sprite - advantage on any terrain with water. Ok on semi-arid terrain (grass, better on trees than grass). Terrible on dry ground.
Earth/Sand Sprite - advantage on any terrain of bare earth, esp sand, but also mountains and hills. Ok in grass, not so good in forest. Terrible over water and swamp.
Frost spirit - uh, kinda explains itself
Dunno how good these would be for multiplayer, but they might be great for campaigns.
they wouldn't, IMHO, be that good. it would just add variety as an end in itself, which it is (at least should) not be.Jetryl wrote:Dunno how good these would be for multiplayer, but they might be great for campaigns.
these ideas just seem kind of 'wierd for wierdness sake'. i don't think they would add that much strategy, even, because the unit would just hide out in a clump of whatever terrain they are great in, and you would have to defeat them in it. not that interesting to me.
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And I hate stupid people.
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no...they are bad enough already...brakett wrote:I think a "no healing" skill could be cool for certain undead. It would give the walking corpses an interesting twist.
that would only be for an upgrade of Revanant, perhaps. and if it exists, it should only be for one of the upgrade sides, there should always be a choice that makes it not happen.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm