No word on player created super soldiers yet? Damn. (goes back to waiting patiently)
I feel your pain man. I feel your pain.
Because people in Elemental are a resource
I wish the engine will be flexible enough that any creature is a resource (for easy a modding future); that includes bear, horse, giant eagle, etc. I am trying to suggest a flexible way to make our super soldier here. This is my attempt for Frogboy or devs to see the feature I want. My attempt to “have ultimate control over what kind of army you want to have”
Every creature & equipment has a weight property in the Custom unit design screen (aka Beastiary). Units can Equip , Transport and/or Carry up to certain weight. An elephant carries more goblins than human archers. For the sake of simplicity, the rider always dies first.
Property: Transport X pounds (Horse, ship, giant beetle etc)
The unit enhances its rider’s movement only, no contribution to HP or other ability. If all riders die, the transporting unit escapes/become available for capture. The Transport ability is usually assigned to units that have little appetite to fight unguided or little intelligence.
The Camel Archer unit is made from combining 2 units at the Beastiary:
Camel has the ability of Transport 150 pounds, and Dessert walking.
Human Archer has the ability of Archery etc. weights 120 pounds
Human Archer has the ability to equip 40 pounds. Because the Camel can only transport 150, the camel archer cannot wear as much equipment e.g. armor.
(Optional build) Goblin Archer is only 70 pounds, so the camel can transport 2 goblin archers.
Property: Carries X pounds (e.g. Dragons, Giant Eagle, Bear etc.)
Same as Transport ability, except both the unit & its rider fight using their own abilities at the same turn. The death of the mount/rider does not stop the remaining one from fighting. When the rider dies, the mount does NOT die at the end of combat.
Property: Provide Rider ability Y
Any mount can have this ability. The ability Y can be anything, but common example will be charge, magic immunity etc.
Function of Unit producing building (UPB) is to convert the town population to specific occupation(s); e.g. Barrack converts a Fighter, Mage tower converts Wizards etc. Each racial occupation should have their unique quality defined. For example, a Fallen Mage can only equip 20 pounds, cannot wear metallic armor, have certain spell casting ability, can or cannot mount. Then an Elfin Mage will have somewhat different ability.
Property: Equip X pounds
For a game that emphasis equipping, some unit should be able to equip heavier equipment, some cannot.
Everything else, like mounts, armor, weapon, headgear is a bonus (or optional) of stat or ability to the Creature Resource. I’ll expect once the dust is settled on our Economy thread, manufactured resources will get reprocessed many times to high end gear like magic item. This is why Frogboy say
when you see mounted units equipped with plate mail and swords we want it to give the same feeling as when you see the Mongols in Civilization show up with tanks on your island. It’s a big deal.
The easiest way to go about creating a super soldier in elemental would be to add a few elements to what Climber is suggesting.
1. Allow the Player to Increase base stats HP, Armor, Attack, and Movement a variety of ways. Also, include a system of checks and balances where you can’t just set a spearman’s training to 100 turns and get a guy with 100 HP.
2. Allow similar control over equipment creation with a similar system of checks and balances.
3. Have a diminishing return for player created unit strength AKA it costs more and more to get just a little better unit.
4. Allow the player to give such a super soldier engineered weakness. This would have two affects it could let the player further enhance an area of the soldier and make sure the soldier wasn’t almost invincible.