(gameplay, tactical battles) special abilities for units

"SPECIAL TRAINING"

I think the ability could work as the armours, weapons and equipments work.

They could be named as "special training" or some similar

the special training could have its cost in money, time and salary :) and you can give it if you want

every ability (not definitely every, but most) needs a weapon (or/and) armour (or/and) shield prerequisite on the unit

        - (for example falanx needs large shild and one handed spearlike weapon)

the unit with special training could have some ability point (like the mana), and it could use its special ability from that pool

but the prerequisite of this is the initiative check, other way it kill the balance (more)

(or don't need mana, but that case the ability must be less effective / the problem with mana using, that the AI spares its mana on easy targets and you can take an advantage on it, but its more fun and more tactical / solution can be: every unit can use its special ability once per battle)

       - so an example: you make 4 rchers, give them bow, cost (only for the exampla, not real):  160 gold, 40 materials, 12 turn, 2 gold/turn

                                 because the bow you can give them the marksmann ability (double damage): 220 golt, 40 mate, 15 turn, 3 gold/turn

so i don't want to make all the abilities, just want to show the system

i think it could work well

(and leadership could set the maximum number of units per stack, it could work like strenght, essence . . . )

5,375 views 5 replies
Reply #1 Top

I think this sounds like a good idea.  It definitely would help to make the units more distinctive.

Something needs to be tried - and fast! - because tactical battles and unit design have virtually no chrome at the moment to make them interesting.  I think that free Dragon Age Origins flash game that came out some months ago had better tactical battles (and I'm being serious here).  Certainly, Battle for Wesnoth does!   >:(  

Reply #2 Top

I think your post work will with my training post  https://forums.elementalgame.com/393933

Reply #3 Top

 

the idea of gaining skills only at certain levels is great (https://forums.elementalgame.com/393933)

and i know there can be more innovative ideas for unit training than my, but i think there is a great advantege on this system: its relatively easy to programm, because the solution is similar to the existing upgrades (weapon, armour, equipment)

 

Reply #4 Top

What i'd like to see is two ways of getting special abilities, and the idea is from MOM.  i dont think this is only be a mod, because the core battles need to be more fun, and the only way i see that happening is with special abilities(or soveriegn being able to cast cool battle magic from your capital)

 

1.faction-examples from MOM: barbarian throw, dark elf magic ranged attack, fire breath, flying, ect.

throw these types of abilities in the faction editor.  you can include some exceptions case by case, like bow-wielders dont get the power.

even lame options like +1attack or combat speed are ok.

 

2. ability as part of the equipment(not necessarily an extra pack)

examples:

shields:extra def vs ranged attacks

horses:first strike

pikes:negate first strike

hammers: chance of no counter attack

axes:chance of instant kill

Reply #5 Top

FIRST STRIKE :)

so the defending unit can hit first

I LIKE IT - gives a lot of brainworking on battles