Ideas Needed: Sovereign Special Abilities

  I have a big list of stuff I'm working on.  One of the tasks I could use some community creativity on is coming up with some special abilities for the premade sovereign units.  Use the following guidelines:

1. These can't be to powerful since they are the starting abilities for the units, or the ability must scale appropriately.  So an ability that gives Verga +10 damage is to much, but an ability that gives him +1 damage per level might be interesting.

2. They should be easy to understand and implement.

3. A variety of combat and non-combat abilities is good (some sovereigns should be better at combat, some better when staying home).

4. A mix of melee and magical abilities is good.

5. These should be overpowering, the most important abilities are the ones we already have in the game (or will have in the game).  But these should be an interesting strategic ability.  For example we may have it so that Oracle Ceresa gets +1 global mana whenever she kills a unit.  This complements any other abilities the player chooses for this unit.

6. Flavor is awesome, really try to match the right abilities with the sovereign that it feels right for (if you have a copy of the Heirgamenon it is well worth reading the sections on the 10 leaders).

 

The Sovereigns are:

Lord Relias

Queen Procipinee

General Carrodus

Lord Enil Markinn

Lady Irane

 

Emperor Karavox

Magnar III

Warlord Verga

Oracle Ceresa

Kul-al-Kulan

 

You can submit ideas for all of the Sovereigns or for just the ones that you have ideas for.

Thanks for your help, I'm excited to see the ideas you come up with.

29,554 views 47 replies
Reply #1 Top

6. Flavor is awesome, really try to match the right abilities with the sovereign that it feels right for (if you have a copy of the Heirgamenon it is well worth reading the sections on the 10 leaders).
End of quote

 

Any chance of getting this put up on the web in electronic form?  I assume you're referring to the collector's ed perk hardcopy. Because the Heirgamenon on the website is limited to tech trees (as far as Ive seen), and the Lore section has portraits of the leaders but not much else.

I'm probably being really stupid and missing some electronic file or wiki somewhere where this is all laid out.

Reply #2 Top

Verga is supposed to be the biggest badass, he should probably get the +1 atk/lvl bump.

Lady Irane has always struck me as an assassin; maybe she should have a 1%chance/level of outright killing her opponent?

General Carrodus was the commander of a number of forces before the cataclysm; maybe the maintenance costs for armies stacked with him are 1% less/level?

Oracle Ceresa may have extended sight radius(or, the ability, once per turn, to see any tile on the map, but only one tile, not an area).  Maybe you add tiles/level).

Lord Relias could have improved morale (of course, for that to work, Morale has to do something... ;))

Markinn should enhance taxation in the town he's in, 1%/level (with no effect on morale)

Queen P maybe could generate an extra 1/level to the global mana pool (hard to say until we see the mechanics of that).

Good thought to give soveriegns special abilities, though, that'll make the choice more differentiated, for sure!

Reply #3 Top

I was going to post some ideas ... and see that most have  already been posted above.  So, just let me say, i concur!

I would like to suggest some sort of environmental adjustments.  Perhaps the ability to create sand storms that sweep into an area and obliterate improvements (the 'built' part - not the actual tile), and would also disrupt food or gold production, etc.  The ability would start very small, and scale up.

What about a SOV that has mental connections with his/her offspring, allowing SOV to influence him/her even when in another faction?  (Or a hero that is traded, sold to another faction?)

Perhaps affinities for certain schools of magic (based on the shards) that would increase/decrease mana cost / strength of spells, summons, of that type.  Example:  SOV chooses affinity of fire magic.  Get SMALL bonus w fire spells, AND small negative with Water spells.  Same for Air vs Earth.  Might even have affect tied to (or enhanced by) physical radus of shard?

What about small bonus / weakness, etc based on terrain units are on?  Some racial types / sov absolutely HATE grassland (or fallen) etc. 

 

 

Reply #4 Top

I would like a vengeful sovereign. Someone that has been betrayed in some way. This gives +2 attack bonuses against all units of opposite alignment.

Reply #5 Top

How about a sovereign with an affinity for nature? Every x number of turns this hero gets an animal unit (spider, wolf and such, not too powerful early game, but helpful). After x number of turns the ability gives a strong unit, but then does no more.

Reply #6 Top

Maybe a resourceful sovereign that at random intervals will find an extra resource withing his territory. Not too often, but it would be a cool thing.

Reply #7 Top

How about an experienced traveller sovereign. He gets a bonus level to his adventure skill so that he can see and take level 2 quests/locations (cant remember, I am on red wine here).

Reply #8 Top

How about a summoner sovereign that can summon sligthly stronger units than normal or even a unit that noone else can summon

Reply #9 Top

How about a commanding sovereign that gives +10 exp to all new units.

Reply #10 Top

Ok, spamming over. Going to bed now. Have a nice day/night ppl

Reply #11 Top

Passive Ability: BLINK

Description: Base movement points converted into a short range teleport equal to the sovereigns normal movement not counting upgrades.

Advantages: Now the sovereign cannot be easily blocked, walled in and provides flexibility.  Plus it's cool.

(minor) Disadvantages: Any movement points beyond base speed teleport will be normal movement only.  Mounts don't enhance your blink.

 

I would do questing for an ability or item like this.

Reply #12 Top

I'm wondering, will special abilities for Custom Sovereigns be largely or somewhat scriptable, or will there just be a set of abilities from the pre-built Sovereigns to choose from?  If you know at this time what is likely. :sun:

Best regards,
Steven.

Reply #13 Top

I think there's a lot that can be done with existing research by having them unlocked by the sovereign.

For example, one sovereign maybe unlocks the Raze ability so you don't have to research it. Another one you can build shards from the start with. Maybe one sovereign is very good at some profession (like green thumb), and in 1.1 buildings of that sort cost less population to maintain.

There's also a lot that can be done in tactical combat, like forcing an enemy to flee the combat, or making them lose control of the unit for a turn or two (the unit moves and attacks randomly).

Summoned units in tactical combat would be cool too, like ghost wolves or raise dead (*cough* wow reference).

I think it would be cool if some sovereigns started with a pet unit that acted like a champion - ie it starts out weak but grows as it levels. Maybe one sovereign starts with a spouse.

Maybe one sovereign can travel across mountains.

Maybe one sovereign disables the negative effects of being in hostile environments (minus defense and attack gone) - maybe another sovereign improves the bonuses in friendly territory.

Maybe one sovereign makes units in his army regenerate life faster outside combat. Maybe one sovereign can summon buildings in the wastes to protect his party/army, they would last until the sovereign left (these buildings would have bonuses like... extra defense, extra regeneration, extra sight).

Reply #14 Top

Just a few questions: How are you guys going to reconcile these special abilities with custom sovereigns? Will we be able to choose from a pool of special abilities when we create our own sovereign?

I am worried about balance between the premades themselves and the balance between the premades and custom sovereigns. I don't want to be in a situation where I never pick a certain sovereign because he or she has "that crappy ability no one uses" or on the flip side I never want to feel like I am pigeonholed into picking a certain sovereign because his special ability is simply a must-have.

In order to get a better understanding of where you are going, can you guys tell us the relationship between these special abilities and the decisions the player will be making during a game? In other words, are these special abilities just small bonuses that are independent of what the player will do or will our choice of ability influence us to research a certain tech path earlier, pursue a certain strategy etc...?

Reply #15 Top

Leadership abilities that provide small bonuses to the army would be nice.

Reply #16 Top

Sovereign ability:  Vampirism.  The sovereign gains 10% of damage done by melee attacks as restored hitpoints, up to their normal maximum hitpoints.

I can't really think of which sovereign to put it on, and I don't think we're up to adding new sovereigns/kingdoms, but, I'd definitely use that ability for a custom sovereign.  :)

Reply #17 Top

Quoting marlowwe, reply 14
In order to get a better understanding of where you are going, can you guys tell us the relationship between these special abilities and the decisions the player will be making during a game? In other words, are these special abilities just small bonuses that are independent of what the player will do or will our choice of ability influence us to research a certain tech path earlier, pursue a certain strategy etc...?
End of marlowwe's quote

Its a balancing act, either extreme is bad.  We want something that feels flavorful for that unit but we have a bunch of abilities, spells, items, etc and we don't want any one to be to overpowering.

The suggestion of the +1 attack/lvl for Verga and +1 mana when Ceresa kills an opponent are probably about the right strength.  Strategic, flavorful and useful without being overpowering.

Reply #18 Top

I like to have a variety of abilities for sovereigns. My FAVORITE part of the game is creating and recruiting the heroes and them implementing them based on their abilities. The thing I've mostly wanted and thought Elemental was needed in more passive abilities, traits, and talents that these sovereigns and heroes just have. For example, I want merchants making money but I like them making MORE money while stationed in cities. I think those sort of abilities lead to interesting choices and variety of gameplay (based on who you get). Also, these sort of things are certainly possible because they've already been impalement via modding, they just need support to flourish.

Reply #19 Top

Great custom hero abilties? Oh man please log on your WarCraft 3 Game and play some custom maps.

Simple Abilities and my favorites.

1. Champion Critical Strike - %Chance + %Dmg

2. Dodge %Chance to avoid melee.

3. Ninja Dodge %Chance to dodge and on dodge you turn invisible and release a clone of yourself.

4. Invisibility duration based on level...

There are soooo many cool skills people have made on WC3 I would recommend doing some research there. Also some DotA type games have really cool skills/abilities/spells to inspire anyone. Try playing WC3 Original DotA and see why people love HEROES and why DotA was so much fun. By the way I don't really like DotA games, but I can admire the abilties/magic people have created. This also applies to equipment WC3 has... Really overall WC3 would probably inspire this game far as heroes and equipment ect to its max IMO. :)  I also loved the editor! Fun unit making! SC2 editor is to complex for me :( no fun....

So please be inspired by what the Warcraft 3 community has created.

 

 

Edit: Another source for great abilities and magic ect would be Neverwinter Nights 1-2 "Feats and Spells". The community there has also made some amazing stuff. If I made a list of abilties I would like to see in Elemental im sure the list would be never ending so.. thats  that. :)

Reply #20 Top

Lord Relias

Master Adventurer - All troops have a free Scouts Pack

Queen Procipinee

Shard Mastery- All Shards count as 2. Or maybe 1.5?

Lady Irane

Looter - All armies receive extra loot from battles

 

I know you said simple but if you ever need any ideas on skill trees for sovereigns/champions take a look at this thread ttp://forums.elementalgame.com/388600. There are also some ideas there that could be useful for what you're looking for. If you're interested you can find a Microsoft Power Point file with my ideas in them at the bottom of that thread. Hope this helps.

Reply #21 Top

I would love to see "Family guy" special ability: 50% chance to get twins when married.

Reply #22 Top

Just change "green thumb" into "hunter" be kind - No grandma skills for heroes please.

 

("Family guy?") You guys don't use enough drugs. Go out, get laid!<_<

... There must be a compromise as a name for a skill like that between "family guy" and "hormonal fury"

(besides the sovreign could be a woman not a "guy")

Reply #23 Top

I hope its understandable. If not, pls ask and i try to explain what i mean. -.- I know at the moment there is no initiative, but as i understand it, it will implemented for tactical battles?! If not some of my (raw) ideas a totaly nonsense. :D

Lord Relias:

- magical increase of initiative for all units for a short time, 1 use per battle
- wider sight

Lady Procipinee:

- 1 blinding spell per battle (blindness for short time) - targeting 1 unit
- increased prestige while in town

Lord Enil Markinn

- lowered costs for terraforming spells
- 1 spell per battle, targeting 1 unit, increase the defence for short time

General Carrodus

- Battlecry, increase the moral for a short time
- higher chance for critical strikes

Lady Irane

- archers have increased initiave
- no penalty while walking trough woods

Reply #24 Top

Trainer ability:

 

When SOV (hero?) is in same tile as unit(s), and not moving, fighting, etc., the units gain a small increase in experience.

This could be for all units, or for a specific type (archers, or mounted, or arcane research.. etc.)

 

Trainer ability might level up with trainer's leveling up?

 

Specific building(s) might also train, or enhance training?

 

 

Reply #25 Top

Already lots of suggestions here...

For strategic abilities I'm leaning more towards passive abilities because pressing the same button every few turns just isn't fun.
I won't even try to assign these to a specific sovereign. I neither know about nor care for "the lore". =P
 

Without knowing anything about how magic will be like and what spells will be there, it's hard to suggest "magical stuff".

Maybe "Summoner" trait for lower summoning / upkeep costs and one tactical Banish Summoned spell per battle?

 

Something on character development that goes into the same direction but is not strictly a "generation trait".
However, it could be made one if you enable this with a trait pick at generation...
It would mean "wasting" points on no direct power early on but gaining the potential to grow into a more powerful caster as the game progresses.

Ideas like this one would be a lot easier to implement with the changes to the magic system (especially "multiple effects") that I suggested in the same thread.
The "trigger" would just be added to the spell as an additional effect and the character trait "Quick Learner" would make it work more efficiently.