What about ability to construct ?

Discussion among members of the development team.

Moderator: Forum Moderators

Post Reply
zas
Posts: 54
Joined: August 25th, 2003, 9:58 pm
Location: France

What about ability to construct ?

Post by zas »

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 .... ;)
Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Post by Dave »

I have actually considered adding something like a 'dwarvern engineer' who can build bridges over water. This would be reasonably easy to implement.

However the way I see it, the time frame for a scenario, a few days, isn't really sufficient to be building anything elaborate.

David
miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

Dwarven engineer starts building bridge
Units rush thru the river
Dwarven engineer finishes the bridge and walks over it

But hey... you could build bridges *grin*

- Miyo
zas
Posts: 54
Joined: August 25th, 2003, 9:58 pm
Location: France

Towers, walls , traps and pits

Post by zas »

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.
Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Post by Dave »

miyo wrote:Dwarven engineer starts building bridge
Units rush thru the river
Dwarven engineer finishes the bridge and walks over it

But hey... you could build bridges *grin*
It'd be for bridges over deep water...
miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

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
Shroud

Post by Shroud »

I would like to see a large scale, long battle scenario, although the human has advantage over the AI in these situations as the human can generally 'build up power' and slowly just overrun the AI

But i am going to design one to see how it turns out :)
Post Reply