After much discussion about kiting in a different thread, I am going to have to make a list come beta 2 of battle tactics and counters. Then I will allow each Path to counter some of those tactics. The biggest worry is that the AI will not be able to use my counters if they require the purchase of specific weapons. I am also not sure how it will counter any tactic I use in battle if my units are multipurposed. Alot is riding on the AI being smart enough to counter things. Frogboy has indicated that he will only be able to justify spending more time on the AI after release if FE is well received. I suppose I feel the same way about this mod. What is the point of an in depth leveling system if no one ever uses it? Hopefully we have a good launch and a good 1.0 AI to make these ideas useful.
But in good faith I will continue with some basic countering ideas:
Path of the Assassin: A roguish hero that specializes in befouling enemy tactics. The Assassin relies on flawless accuracy to execute his mischievous bag of tricks. He is expert at ranged combat, relying on critical strikes to seriously wound his foes. When he cannot outright kill an enemy, he prefers to counter their tactics against other units. Even the most rapacious mounted archers can be thwarted with the Assassin's expert use of tripping devices, poisons, drugs, and exotic weapons. Though the Assassin is a powerful tactical ally, his greatest weakness is lack of health and armor, instead relying on reflexes to avoid attacks. Neither is he particularly resistant to magic.
Abilities:
Trip: Target is knocked prone.
Poison Dart: Short range dart poisons target for 4 damage per turn.
Smoke Bomb: All units in a radius of 2 gain 5 dodge and 10 Air Dodge, -75% to Accuracy.
Flash Bomb: Stuns all units in a radius of 1.
Drug: Causes target to have a 50% chance of striking the wrong target or himself.
Net: Causes target to lose all movement with a 50% chance to lose 10 Initiative for one round.
Explosive: Causes an ear shattering explosion. All units in a radius of 1 take Piercing Damage and are knocked prone. Mounted units have a 20% chance to lose 4 Initiative. All units in a radius of 2 lose 2 Initiative.
Bolas: Target has a chance to be knocked prone and lose 10 Initiative each round for 3 rounds or until the target resists.
These are only a rough draft of how I will likely add to the Assassin's Path. Assassin's Creed, oddly enough is a great source of inspiration for this Path. Also the Batman. These are all abilities I can certainly make. The uncertain part is the AI using them correctly. For instance, Smoke Bombs can be used on the enemy to blind them or on my own units to protect them. Furthermore, how will the AI be able to choose form a range of abilities? That will be the limit of this kind of mod since I don't think modding will be possible in multiplayer.