Quick debate question for you guys,
Potential list of types of classes for units I need critique additions and subtractions.
Magic Mage_Air, Mage_Fire, Mage_Earth, Mage_Water, Mage_Life, Mage_Death
Melee Light_Militia, Medium_Skirmisher, Heavy_Defender, Mounted_Light, Mounted_Heavy, Golems, Juggernauts
Range Light_Archer, Medium_Archer, Mounted_LightArcher, Artillary
Beast Light_Wolf, Medium_Boar, Heavy_Bear
Spider Light_BoundWidow, Medium_BoundHarriden, Heavy_BoundHoarder
Demons Young_Demon, Regular_Demon, Lesser_Lord_Demon
Kingdom will have access to death mage but will have a de-buff for using it and vice versus about empire and life, I am thinking about a 50% damage/healing effect basically.
Elementals Young_(Air, Water, Fire, Earth), Regular_(Air, Water, Fire, Earth), Lesser_Lord_(Air, Water, Fire, Earth)
Note on Bound Elementals (Would be the same as what wander the world so no more corrupted versions as this allows binding to be used for both Empire and Kingdom without the corrupting effects.
Angels Minor_Herald, Regular_Herald, Lesser_Lord_Herald
Angels will use the Air elemental model not sure what I will replace the air elemental model with.
For all monsters in the world I am going to add the ability that they will gain attack and armor as they level making it so that trained monsters, and regular monsters, aren't just static on their defenses. Basically the longer they sit the more dangerous they are. I will scale the amount dependent on the tier. Elementals are a great example of this, shrills would only gain minor bonuses as they level, then lesser elementals would gain a higher bonus, then regulars, and finally lesser elemental lords (Ancients).
One major thing to note with all of this is that this is an idea only that I have been pondering since starting the armor/weapon mod. I will be finishing that mod now that finals are done and I can sort of relax for a few weeks. The idea here is to pattern after Parrotmath’s henchwoman and militia mod and creates “classes” for trained units so it is easier for the AI to use them. This requires making a separate equipment list and then restricting that list to the different unit types for that equipment. It is not complicated so much as time consuming. Also with this edition of the mod would effectively make it its own major mod with a likely inability to merge with other major mods. This is a HUGE change in how the game works behind the scenes but shouldn't change much upfront except a few abilities that will be restricted only be used for certain units. Also to note, henchperson’s will have access to all the trained unit traits except golems and juggs. This may also help close loopholes for those that like more of a challenge to their gameplay.
Please add or critique as initially requested.