What about ability to construct ?
Moderator: Forum Moderators
What about ability to construct ?
Just some ideas:
- new character "workman"
- a workman can build walls, and change terrain nature.
- each change takes x turns and costs gold.
- for the change to be completed, it should have a workman present in the concerned tile at the end of each turn until completion.
- for each workman on adjacent tiles, number of turns can be reduced by one (with a minimum of 1)
- a workman is a poor warrior
- a workman can destroyed enemy's walls
- about walls, well ....
- new character "workman"
- a workman can build walls, and change terrain nature.
- each change takes x turns and costs gold.
- for the change to be completed, it should have a workman present in the concerned tile at the end of each turn until completion.
- for each workman on adjacent tiles, number of turns can be reduced by one (with a minimum of 1)
- a workman is a poor warrior
- a workman can destroyed enemy's walls
- about walls, well ....
Towers, walls , traps and pits
Think about a unit able to construct simple things like:
- Defensive towers => archer in it has longer range, better hit chance, and take no damage from land-based non archer units.
Towers are easy to destroy, inflicting damage to the archer in if any at the time of destruction.
- walls => nobody can walk on these tiles, or are slowed a lot. They stay until end of scenario, but can be destroyed.
- traps => these tiles willl damage units walking on it, only player that put it can see it, trap disappears after usage.
- pits => units are slowed, take damage each turn on it, pits can be destroyed.
- Defensive towers => archer in it has longer range, better hit chance, and take no damage from land-based non archer units.
Towers are easy to destroy, inflicting damage to the archer in if any at the time of destruction.
- walls => nobody can walk on these tiles, or are slowed a lot. They stay until end of scenario, but can be destroyed.
- traps => these tiles willl damage units walking on it, only player that put it can see it, trap disappears after usage.
- pits => units are slowed, take damage each turn on it, pits can be destroyed.
Considering the scale... how long does it take to build a bridge over deep water? For walls, traps and pits... how long it would take to build? You have to build a lot of traps/pits to occupy tile efficiently to be any use *grin*
Maybe these could be some use on multiplayer games and of course AI building defences against the human player. In scenarios you rarely have time to build your defences (excluding Valley of Death).
- Miyo
Maybe these could be some use on multiplayer games and of course AI building defences against the human player. In scenarios you rarely have time to build your defences (excluding Valley of Death).
- Miyo