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Well, I maybe don't have the best relationship with balance....
I wanted to add 1/day seduce etc but never mind. "The only winning move..."

A last word: having mechanics that are must-dos for any barely competitive player because they are the optimal use of resources by far isn't fun. It's its opposite tbh. It's railroading, and it becomes quickly repetitive.
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Arnuz: I wanted to add 1/day seduce etc but never mind. "The only winning move..."

A last word: having mechanics that are must-dos for any barely competitive player because they are the optimal use of resources by far isn't fun. It's its opposite tbh. It's railroading, and it becomes quickly repetitive.
Actually, I guess I'll go along with the Inioch-Paradox clan. But I might make Balloons available at the Builder's Guild in my ruleset...

But in any case I think And G already tried this and couldn't ban enchantments from specific units/unit types/units with abilities.
Post edited August 15, 2020 by southern
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Arnuz:
By 'give attacks a movement cost', do you mean like AoW2, where you don't get as many melee attacks if you spend most of your turn walking towards the target? Or do you mean that retaliating drains movement points and then becomes impossible, like AoW2?
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Arnuz:
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southern: By 'give attacks a movement cost', do you mean like AoW2, where you don't get as many melee attacks if you spend most of your turn walking towards the target? Or do you mean that retaliating drains movement points and then becomes impossible, like AoW2?
Yeah, this idea got me excited! Probably the only 2 good things about AoW2 were the 1) higher elevation effects and 2) the retaliation draining movement points. I'm ALL for Attack/Retaliation draining movement points!

....but maybe Arnuz should elaborate on this idea.... :)

*I doubt attacks/retaliation draining movement points each turn is going to be possible....probably the closest workable possibility will be 'x' % amount of movement needed to perform 'Y' action (like the Leader/Heroes can't cast spells if they moved at all). Still, that would partially achieve what Arnuz is after.
I meant in strategic.
Ah, I see.......well, I love the idea of needing % to initiate an attack in combat.....so...thank you for putting the idea in my head. :P

So I put up my 2nd suggestion.....30% remaining MP required to initiate melee/missile/retaliation attacks. I figure this MIGHT be possible since Leaders/Heroes can't cast spells if they don't have 100% remaining MP.....there might be a method of implementing a '%MP remaining = enable/disable x ability' function in order to perform specific actions.

Let me know what you guys think.
Post edited August 15, 2020 by Paradoxnrt
Attacks can be initiated by just one unit of a stack, so I don't see how to make strategic-map attack movement cost a relevant mechanic.

I don't really see the point of the in-battle movement change, I could be perusaded though? It might lead to new player abuses of indies in combat; then again I just remembered you guys play live combat vs each other, so I won't stand in the way of your greater knowledge
Post edited August 16, 2020 by southern
....So, can we submit the list now?

The second I say this, 2-3 people will come out with a bunch of new ideas that they were just holding off on sharing because they were waiting for me to do the 'are we ready to go now?' bit!
We're nearly there, but looking at it, I do have a last quibble.

The 1 HP per unit medal restoration was rejected by Thereunto. In general this process requires unanimous acceptance for a mechanic to be changed, but could we make an exception for this change and accept it with only a majority, because it's just a reversion to the original game state?

To be honest I'm kinda being dishonest in looking for an excuse to include it, because I get such a kick out of Goblins reaching 6 HP at gold medal.
Post edited August 19, 2020 by southern
While I'm fine with it either way, I think you should instead try to convince Thereunto to change his mind. I think deviating from requiring 100% agreement will lead to disappointment.
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Thereunto:
bump, what say you?
Ah what the heck, I'll change suit. Run with it, HP doesn't scale well anyway
....okay, so does that mean we are ready to go?
Does this all seem reasonable? We can ping And G if it looks good now.
I added some descriptive wording to some proposals but I hope the above represents everything fairly.
***

SIMPLE PROPOSALS

City Migration from 5-10 turns to 3-8 turns
Dark Elves neutral towards undead, but Undead still Wary towards Dark Elves

Burning lasts two turns, has 6 ATK and 1 damage, and inflicts -2 DEF / -2 RES
If burning can't be made to inflict -DEF or -RES, then it should last for four turns at 5/1 ATK/DAM

Fire/Cold/Divine/Black/Gas Breath from 7/5 to 7/6
Parry from -2 ATK to -3 ATK
Invoke Death from 6 ATK to 7 ATK
Turn Undead ability from (4/4, 5/5, 6/6, 7/7) to (6/6, 7/7, 8/8, 9/9)

Cost of Neutral-relations city recruitment brought down to be only 150% of the cost for Polite city recruitment.
Friendly City recruitment cost increased from nothing to 25% of the value for Polite city recruitment.
Rebuilding cities reduced from 150-800 gold to 50/100/150/200 gold, and from 10 turns to 2/4/6/8 turns
Rebuild Tower reduced from 100 gold / 5 turns to 40 gold / 2 turns
Build Road cost halved from 10 to 5

Marksmanship levelup cost reduced from 5 to 3
Marksmanship from (1/0, 1/1, 2/1, 2/2) to (1/0, 1/1, 3/1, 4/2) scaling
Silver and Gold Medal give 1 HP each
Heroes can levelup HP, at 10 cost
Heroes can levelup movement, at 3 cost

Archery: 2 attacks, 2 ATK, 2 DAM
Hurl Stones: 4 attacks: 1 ATK, 1 DAM
Poison Darts: 3 attacks: 2 ATK, 1 DAM

Leadership Grants +1 ATK, +1 DEF, +1 RES, +4 MOV. Points cost set to 25. Points set to 20 if +4MOV impossible.

Fury grants +3 ATK, +1 DAM, -2 DEF, +2 RES

************

COMPLEX PROPOSALS

New copied ability pair, if possible - Hero/Assassin
Copied Leadership ability, Pathfing/Tactics/Inspiration
Lifestealing applies on defensive strikes
Lifestealing applies on Round Attack

Add a UI element showing the player's email address at the start of the turn in PBEM
Add more randomness to the RNG (simply adding sys time, mac address to RNG seed on opening)

Make independent troops in battle wait for the player's forces to move in range in all battles. Currently they only wait in sieges or when being attacked from 1 hex. If the player attacks from more than one hex on the strategic map, independent troops charge forward, which is undesirable.

Fix the transport bug (linked with transport orientation, should be doable). (Does this bug only happen when moving up-left into the transport?)

Adjust spawning procedure to find shortest path rather than the current spiral. (When summoning or training units, it's possible to spawn them over a cave wall, if the other nearest hexes are full of units. This would remove that exploit).

Make Free Movement not grant walking to unit which lack walking. Should prevent it from working on ships?
Make Wind Walking not work on transports/ships/machines, whichever is possible.
Make it impossible for ships to be transported even if they don't have Transport.

Make initiating battle on the strategic map drain an extra +4 movement points.

Make Spellcasting fully functional when granted by items it only works in battle at present.

Make Spellcasting functional on units if possible (currently assignable but has no effects, not even mana gen).

Make Construct and Healing work when granted by items, make tunneling work when placed on a 'use' slot item.

(we didn't vote on the last few of them, but we've spent long enough waiting on votes and these won't be obnoxious to anyone anyway)
Post edited September 01, 2020 by southern