I'll be playing some FE LH later tonite at 5pm EDT (9pm UTC) on http://www.twitch.tv/maddjinn/new for those interested in seeing the beta. (sorry for the double post, but the first one got 'nuked' for some reason).
SBFMadDjinn
Lord of the Flames? try having a banshee wander around when you don't have magic damage output.
One thought I had to balance out swarm was to give a temporary -1 initiative penalty to each unit participating in a swarm, for each swarm participated in. So if a unit helps 3 other units attack, then it's temporarily at -3 initiative and it's next turn is pushed off slightly. Once it does get a turn to act, that initiative penalty goes away. This basically would mean that participating in a swarm has a minor setback for the unit it
[quote who="jshores" reply="21" id="3333078"] Or just have the attacking swarm unit check for enemies in the adjacent square and subtract that from the total swarm bonus. The idea being, if 3 units line up against 3 enemies, the net swarm bonus would be 0. [/quote] I like this idea, and the basics of it from the Diplomacy game point.
[quote who="Markon" reply="10" id="3333046"] Quoting SBFMadDjinn, reply 8 so... who else just takes the 3 Potential traits as the first 3 choices? that's the problem with non-randomized level ups. All hero's will basically follow the same paths through the trait tree. Who would bother with the magic defense when you can go get army dodging first? This is a very good point, without at least a little
so... who else just takes the 3 Potential traits as the first 3 choices? that's the problem with non-randomized level ups. All hero's will basically follow the same paths through the trait tree. Who would bother with the magic defense when you can go get army dodging first?
ah, ok on the extra 'attack' animations. But if the target defense is lowered via swarm, it does lead to extra damage. Though, the statement about dazed/otherwise 'not moving' or delayed initiative units still counts. They should not be participating in a swarm at all until they're undazed/etc.
unit placement wise, they also need to move 'non-combat' units to the back. I just had the old woman (escort mission) get eaten by wolves as the game decided that she should be on the front line, rather than any of my other melee units. I'll assume that pioneers will share the same fate.
Making a thread to pull the information out of the disparate threads which have a different topic, but happen to mention swarm. The swarm mechanic is a nice idea, but it needs some serious balance and limitations applied to it. Due to swarm, a unit can attack up to 8-10 times in an initiative round now, thereby removing the 'wear heavy armour and do less overall damage' balancing act that FE had. With swarm, units co
I totally agree with this idea. It's so annoying to see glass cannon militia floating about. At least let them have some leather armour after level 3 (city). I do agree with others though that the furthest they should get is chain/light plate, but that should also be with some restrictions. It would be nice if conclaves get mages instead of archers and magic weapons instead of normal ones. Towns should get the standard weapon
I've seen this before, but I attributed it to the 'fight the environment' part. Ie, the monsters are blocking you from being able to settle an area, so once they're cleaned out, you can see more fertile lands. It's happened enough that I'm using that approach now. On the other hand I've also seen the 'drop an outpost and suddenly land becomes viable', or land randomly becomes viable later. This means that you can fou