DeletedUser778
Guest
To add more complexity and strategy to our battles i was thinking about giving special abilities to our units.
Something like:
"root in/out" for ents = give them range attack of 3, when rooted in, but they can not move(or maybe just not attack) in the round of rooting (alike the protector trees in warcraft 3)
"longshot" for archer = attack range +1, damage multiplicator *0,8
or "arrow rain" = mark a hex in the archers range, where they deploy a rain of arrows, so in the next round enemy units can't walk over it
"pierce" for crossbows = if a unit stands behind the attacked unit it gets 0,3 of the damage too
"berserk" for barbarians = they attack all units around them with damage multiplicator *0,5
"leap" for sword dancers = they can jump over 1 wide obstacles
"rabies" for cerberus = damage multiplicator *1,2, but defensive bonus *0,5
"roll" for golems = let them get a ball of stone, what can roll 3 or 4 hex in one line, they can't attack, but enemys in their path get 1,2 x dmg
"stone curse" for sorceress = turn an enemy unit into stone, so it can't attack/be attacked for one round
"heal" for priests (how obvious) = heal an allied unit for 40% of their missing hp.
"banner" for palas = let them deploy a banner instead of attacking, what gives some bonusses in a radius of 1 or 2, like allied units get 10% damage reduction and 200% strike back damage.
To make it not to op, limit the uses of the abilities to 1-3 per unit per encounter.
So these are the things that came to my mind if u have other suggestions i'm happy to hear (read) them
Something like:
"root in/out" for ents = give them range attack of 3, when rooted in, but they can not move(or maybe just not attack) in the round of rooting (alike the protector trees in warcraft 3)
"longshot" for archer = attack range +1, damage multiplicator *0,8
or "arrow rain" = mark a hex in the archers range, where they deploy a rain of arrows, so in the next round enemy units can't walk over it
"pierce" for crossbows = if a unit stands behind the attacked unit it gets 0,3 of the damage too
"berserk" for barbarians = they attack all units around them with damage multiplicator *0,5
"leap" for sword dancers = they can jump over 1 wide obstacles
"rabies" for cerberus = damage multiplicator *1,2, but defensive bonus *0,5
"roll" for golems = let them get a ball of stone, what can roll 3 or 4 hex in one line, they can't attack, but enemys in their path get 1,2 x dmg
"stone curse" for sorceress = turn an enemy unit into stone, so it can't attack/be attacked for one round
"heal" for priests (how obvious) = heal an allied unit for 40% of their missing hp.
"banner" for palas = let them deploy a banner instead of attacking, what gives some bonusses in a radius of 1 or 2, like allied units get 10% damage reduction and 200% strike back damage.
To make it not to op, limit the uses of the abilities to 1-3 per unit per encounter.
So these are the things that came to my mind if u have other suggestions i'm happy to hear (read) them
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