[UMC] Some new abilities and weapon specials
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- Posts: 164
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[UMC] Some new abilities and weapon specials
New abilities:
Dense mist - Units in the seven hexes have at least 70 % defence.
Detach - When this unit attacks, it doesn't lose movement points.
Double attack - This unit can attack two times per turn.
Hardy - This unit gets +20 % to every resistance when defending. (For example, a Dwarvish Guardsman would have +30 % fire resistance when defending.)
Learning - This unit gets experience if it's next to both the attacker and the defender.
Mist - Units in the seven hexes have at least 50 % defence.
New weapon specials:
Block - When using this attack, the unit has 70 % defence.
Clumsy - This attack has half chance to hit.
Exhausting - When using this attack, every strike (hit and miss alike) makes the attacker suffer some damage.
Fast - When using this attack, the unit can do several strikes in a row before the opponent can make a strike. (I strike, I strike, you strike, I strike, I strike, you strike etc.)
Interruption - When this attack hits, the battle ends.
Shock - When used offensively, the defender only has half the strikes, rounded up.
Toxic - Poison, but in a new way: There are different strengths of poison. If a poisoned unit is poisoned again, the stronger poison persists. Different curers can cure poison at different speed. It's possible to heal and cure simultaneously.
Dense mist - Units in the seven hexes have at least 70 % defence.
Detach - When this unit attacks, it doesn't lose movement points.
Double attack - This unit can attack two times per turn.
Hardy - This unit gets +20 % to every resistance when defending. (For example, a Dwarvish Guardsman would have +30 % fire resistance when defending.)
Learning - This unit gets experience if it's next to both the attacker and the defender.
Mist - Units in the seven hexes have at least 50 % defence.
New weapon specials:
Block - When using this attack, the unit has 70 % defence.
Clumsy - This attack has half chance to hit.
Exhausting - When using this attack, every strike (hit and miss alike) makes the attacker suffer some damage.
Fast - When using this attack, the unit can do several strikes in a row before the opponent can make a strike. (I strike, I strike, you strike, I strike, I strike, you strike etc.)
Interruption - When this attack hits, the battle ends.
Shock - When used offensively, the defender only has half the strikes, rounded up.
Toxic - Poison, but in a new way: There are different strengths of poison. If a poisoned unit is poisoned again, the stronger poison persists. Different curers can cure poison at different speed. It's possible to heal and cure simultaneously.
There are very much electrochemical currents in my brain.
Re: [UMC] Some new abilities and weapon specials
I think some of these already exist although a bit differently.
Fast reminds me a bit of double strike from magic the gathering, sort of.
Shock already exists as a name, at the least in some addons. I think it deducts one from
the number of attacks of an enemy, to a minimum value of 1. May be better to use
another name?
Toxic or poison: I'd love to see this a bit reworked. So perhaps have two poison types,
one being weaker and one being stronger. The latter could also kill. The former
can be healed more easily, e. g. even resting for two rounds or so, not moving,
outside of cities.
Detch is similar to hit and run, yes?
Dense mist: not sure what this one means.
Learning: this would be interesting as a mechanic. E. g. you learn from other
folks nearby fighting too. So more XP. Not as much as when fighting yourself
but you could learn from other fights too.
Fast reminds me a bit of double strike from magic the gathering, sort of.
Shock already exists as a name, at the least in some addons. I think it deducts one from
the number of attacks of an enemy, to a minimum value of 1. May be better to use
another name?
Toxic or poison: I'd love to see this a bit reworked. So perhaps have two poison types,
one being weaker and one being stronger. The latter could also kill. The former
can be healed more easily, e. g. even resting for two rounds or so, not moving,
outside of cities.
Detch is similar to hit and run, yes?
Dense mist: not sure what this one means.
Learning: this would be interesting as a mechanic. E. g. you learn from other
folks nearby fighting too. So more XP. Not as much as when fighting yourself
but you could learn from other fights too.
Re: [UMC] Some new abilities and weapon specials
Versions of learning can be found in Free Saurians and Whites factions.
Around 2012 I worked on custom-value poisons, but it had too many interactions to enjoy working with it.
Interrupt is used in Lavinian faction.
Fast is not supported by engine, so it would take manual work to simulate fake attacks.
Enchanters cursedswords lose 2hp per strike they do.
Block (named parry) is in Free Saurians duelist.
Double attack is in EoMa mostly.
Detach mechanics were on Archaic wisps at some point, not sure if they are still there.
Around 2012 I worked on custom-value poisons, but it had too many interactions to enjoy working with it.
Interrupt is used in Lavinian faction.
Fast is not supported by engine, so it would take manual work to simulate fake attacks.
Enchanters cursedswords lose 2hp per strike they do.
Block (named parry) is in Free Saurians duelist.
Double attack is in EoMa mostly.
Detach mechanics were on Archaic wisps at some point, not sure if they are still there.
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- Posts: 164
- Joined: April 26th, 2014, 4:44 pm
Re: [UMC] Some new abilities and weapon specials
Another name for what I called shock would maybe be jolt.
I think hit and run gives movement points after an attack, which is a different thing.
If a unit has dense mist, then it and everyone next to it has at least 70 % defense, unless the opponent has magical attacks or similar.
Another idea: provoke - leadership in a new way. The lower level unit's damage is multiplied by square root (the provoker's level divided by the lower level). If the lower level is 0, it's ½.
Edit: yet another new ability idea: heals... two numbers. The first number shows how much it heals normally, the second number showing how much it heals when curing poison happens at the same time.
I think hit and run gives movement points after an attack, which is a different thing.
If a unit has dense mist, then it and everyone next to it has at least 70 % defense, unless the opponent has magical attacks or similar.
Another idea: provoke - leadership in a new way. The lower level unit's damage is multiplied by square root (the provoker's level divided by the lower level). If the lower level is 0, it's ½.
Edit: yet another new ability idea: heals... two numbers. The first number shows how much it heals normally, the second number showing how much it heals when curing poison happens at the same time.
There are very much electrochemical currents in my brain.
Re: [UMC] Some new abilities and weapon specials
Isn't it a core principle of the game that defense should be determined only by the terrain ?
It is a bit limiting but it also is great for legibility of the tactical situation.
It is a bit limiting but it also is great for legibility of the tactical situation.