[quote who="DGB246" reply="35" id="3085442"] 5) Maybe introduce a maximum discount to casting tactical spells (say 75%?) - this way at least kiting mages are expending resources to win battles. 6) Limit the number of arrows a bowman can shoot per battle (maybe 20?) as there is going to be ammo limits for bowmen and 20 is going to be plently in most cases[/quote] These things. I think 20 is a good arrow number because it *would* allow kiting for a time (a time in w
Tasunke
[quote who="Tasunke" reply="56" id="3085334"] Tasunke runs to his calculator[/quote] As an interesting side-note ... did you know that X is equal to 2? &n
[quote who="CHiZZoPs" reply="31" id="3085424"]Range Penalties Archers lose damage and accuracy the farther away they are. Opponents without ranged attacks should attempt to get as far out of range as they can to alleviate damage. Ammo Limit? Something to consider. Retreat! Can't unit's flee anymore? If there's nothing to be done about a hail of arrows, why don't they attempt to run away? [/quote] these ide
Banned for thats really a picture dontcha know? [e digicons]:grin:[/e]
hehe, a battlefield that shrinks in size after people die (with a 5 turn delay for each shrinkage) ... sounds crazy!! :p I think DsRaider has a good point-> Don't allow all monsters to be Kitable Not sure if initiative needs to be nerfed because of the fireball spell (or really damage-dealing spells in general) maybe movement? But not initiative(i think). Initiative i
why have a gender tag for troops? Why not just Sovereigns and their Champions? (or are we making an Amazon faction? :))
Limiting ammo might be nice ... but limit it to no less than 10, preferably 20 arrows a-piece because ... we don't want ranged units to be too weak ;) (if ammo is limited too much, then we may need to add secondary weapons to our archers) [e digicons]:X[/e]
Yes, there should indeed be counters to fast units. Yet I think that many, if not most, of these counters already exist. Also, everything counters itself. I think the main focus here is to have, say, an all archer army not always beat an all melee army. but A) I just don't see bows being strong enough to do this, no matter how useful kiting is and B ) An all archer army should always devastate all melee ... until the melee catch up with em</p
(while sovereign is in his death box) -> can only use 50% of current mana (alternatively you simply 'lose' half of stored mana when Sov dies) -> mana is increased at half the current rate (or decreased by double) -> spells are 50% more expensive (both strategic and tactical) I think this would make losing the Sovereign a VERY BAD THING ... while not making it an insta-lose either (the middle path ;))
This [quote who="Stupidity10" reply="19" id="3085389"] kiting is a legitimate strategy and easily blockable. If your ranged and faster than the enemy you should be able to kite. Have the AI prevent it strategically with their own ranged units/fast units/spells [/quote] But not this [quote who="Stupidity10" reply="19" id="3085389"]and don't let mid-high lv champions have 3 attacks per regular troops 1. [/quote]
Alternatively you could combine the two sides and have that equal to zero. (but you would have to mirror one of the sides, as far as sign goes). Then, assuming that not everything cancels each other out, then they weren't truly 'equal' and the remainder is what you were trying to find.
[quote who="ks83" reply="13" id="3085381"]One tweak that might help is archers suffer penalties to damage/accuracy if they moved this turn or last turn (or possibly even the turn before that). The idea is that archers are most effective when they hold their ground, once they break and run they need to time to regroup and size up their targets.[/quote] I like it. Accuracy bonus for standing still, Accuracy bonus for not having shot the last turn,
True, but with high initiative heroes, it doesn't matter that you reduce their movement (apparently). Other than making (those with high initiative) slowly bleed off that initiative (assuming move away + attack -aka archers-) until it reaches a reasonable level. However ... alternatives (which work well with other movement-ideas I've suggested) is for ranged units to have a 'range' to their weapons, and maybe to lose a movement (or a turn, even)
I like the idea of having 'global' spells which affect you AND the enemy within your domain. However Global spells that affect the enemy IN HIS OWN DOMAIN ... I would not like this. IE soul leek would cause enemy Tactical spells to cost more in your own territory Stone Ward would prevent enemy-terraforming within your own territory (or maybe only prevent Ocean squares and mountains?)
The benefit of the Horse Archer would be that you could Kite-Kite-Kite (run out of arrows) and retreat.
Well, this is admittedly one of the few cases where Ranged units truly shine. However I can see how it must feel quite cheesy. Not sure if there is a perfect answer here, really. Possibly make a ranged attack give -1 initiative (stacking) for the rest of the battle? But how would that be fair for regular units? Maybe a lower limit for how far initiative can sink? (Initiative can only sink as low as regular units are built with). Works? Combine wi
[quote who="Heavenfall" reply="2" id="3085349"]1) When they fire their arrows, they lose 1 movement next turn 2) When [anyone] get hit in melee, they lose 1 movement next turn (does not stack) [/quote] I agree with this [e digicons]:thumbsup:[/e]
Can we see a video of the kiting in question? Is it just a footman archer? Not sure if there IS a defense to 'Horse Archer' kiting though ... :)
[quote who="CdrRogdan" reply="54" id="3085326"]@Tasunke I'm pretty sure using your method is exactly what would encourage a mega champion stack, as the loss gets smaller as you add more champions[/quote] You are absolutely right, I should have double checked my math :( /me runs to his calculator
I think the goal of the game is to provide 1. Challenging AI 2. An atmosphere of adventure and magic 3. Nice art assets Of these three, the things I am most interested in are the Combination and Synergy of 1. and 2.
Can you still get to the cloth map by simply zooming out? (although YES, when mousing over a mountain, said mountain should 'fade' and allow visibility to any valid tiles behind it.
/me Gears up for combat :Gettin my holy water, my David-star shirukens, and my anti-nazi exorcism spells ;)
Hmm. Well I still think he helped out in early FE. And Brad says they sometimes bounce ideas of each other.
I think other than mentioning AoW, this thread was entirely about terra-forming. Nvm, it appears I started the derail, and then new posts I just skimmed over talked about more than transforming. Speaking of which ... [quote who="Tasunke" reply="12" id="3085081"]Speaking of Age of Wonders ... why are Shadow Demons just 'evil' while Undead are 'pure evil'? Shouldn't it be the other way around? (just getting