A few hero ideas

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A few hero ideas

Postby magian » Sun Jan 27, 2013 4:38 pm

I am loving the new hero types. They could probably still use some tweaking, but the concepts are very solid. However, we could still use a few more heroic types. I mean, seriously, where are the spell casters?

I'm not sure if Piranha and Snotling have some big 'magic system' update planned. But, if they don't, here are a few hero types that would add a splash of magic to the game.

Priest,Priestess or Cleric> There was some discussion around a healing mechanic on a thread I started. Although I proposed one mechanic, I actually preferred the one KGB suggested. Healing would be a chance for a unit to regain a hp after defeating an enemy unit in battle. A Priest type would give a % chance to heal to his stack. Group warding would also fit a cleric quite well.

Sorcerer, Warlock, Mage> DLR had a mechanic called 'lightning'. Lightning worked a bit like ambush, except that, instead of killing outright, it would halve the enemy unit's remaining hp (it would kill units with 1 hp though). Just like ambush but weaker? What is the point of that? Well, the other difference is that a unit with lightning would get a chance to blast each unit it faced in combat. Ambush only works once. Warding would be an effective defense against lightning.

Another interesting power for a mage would be 'magic portal'. With this power you could vector units directly to that hero. Buying additional levels in this power would decrease the transit time.
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Re: A few hero ideas

Postby magian » Sat Feb 02, 2013 8:51 pm

Here are a few more thoughts on the 'magic portal' idea. At level 1, one unit could be vectored to the mage-hero. Increasing the level would allow more vectors to be added (up to 4).

Having a hero running around gating in troops might create a balance problem. The power could be limited by only having it work when the mage is at a tower. Or, perhaps allowing you to set up vectors to a tower if a mage is present. If the mage has left the tower by the time the unit is arrives, the vector then auto-cancels (that unit would still make it to the tower though).
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Re: A few hero ideas

Postby smursh » Sun Feb 03, 2013 12:23 am

The vectoring ability could also be something the hero has to buy. So you start with a 1 unit vector, 10 hero points would be needed to add a second unit. Total units in transit would be counted. So if your travel time is 2 turns, you could not vector a second unit the next turn unless you have a two unit capacity. Since the hero would be sacrificing other skills, like chaos/leadership, the power could be regulated that way.

Consider a lvl-3 pali getting a +7 bonus takes fewer casualties. He doesn't need to replace as many troops as this mage will.
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Re: A few hero ideas

Postby magian » Mon Feb 04, 2013 3:14 pm

I like it. Although, for simplicity's sake, I think that vectoring to a hero should work just like vectoring to a city (counting routes not units in transit). 10 points feels about right for an additional vector.
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Re: A few hero ideas

Postby Zaque » Mon Feb 04, 2013 8:38 pm

I like the idea after thinking about it for a while, but I also think that the cost should increase and you shouldn't start with one. Maybe something like 1 unit 5 points, 2 units an additional 10 points, 3 units an additional 20 points and 4 units an additional 25 points. Give them a high max intel and a good starting + max ruin search mabye 11 to start and max it at 26 while gaining 3 per lvl like the paladin.
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Re: A few hero ideas

Postby magian » Mon Feb 04, 2013 9:43 pm

If the mage has some sort of situational (or weak) stack bonus, then it might be alright if he didn't start with a vector. But, if it is his signature power, then he really should. I can't see it being a huge balance problem in the early game (since your hero won't be far from your cities anyway).

I would still love to see a hero with lightning (stack), like in DLR. Maybe re-theme it 'flame'. The fire elemental could have some personal flame. Might be nice for the Red Dragon too. Or, just get rid of its morale bonus and give it some stack flame (oh yeah). A little fire graphic for when foes get toasted would be sweet! :twisted:
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Re: A few hero ideas

Postby Zaque » Tue Feb 05, 2013 11:32 am

Actually that's a good point, maybe he could have a negate bonus because you know you have reinforcements coming. I know that doesn't help in the early game but it would prove interesting when you gain more levels. Or you could give him something like what the assassin has, some kind of city based moral/fear bonus.
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Re: A few hero ideas

Postby magian » Wed Feb 06, 2013 7:59 pm

Negate Command/Chaos would work for him. I would rather see a flashier power though. Plus, I really dislike the whole 'negate' deal. Minus powers and plus powers already cancel each other out, so what is the point? Unless the intent is to confuse new players, I really don't get it. :?
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Re: A few hero ideas

Postby smursh » Thu Feb 07, 2013 2:09 am

The lightning attack could be an interesting twist for a flashy attack. I would like it if it went off before the main fight and attacks each enemy. % could be low, say start at 16% and go up 8%/5 hero pnts - max at 100%. The ability should not stack(mages are jealous and don't work well together)

In this way it is similar in power to group ambush - slightly better hit odds than a similar lvl assasin with group ambush, but less damage.
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Re: A few hero ideas

Postby magian » Thu Feb 07, 2013 3:01 am

Yep, that is pretty much how lightning works in DLR. It happens before normal attacks (maybe before ambush actually) and, if it hits, takes out half the opposing unit's hp. Even if it only did a single wound it would still be a nice softener.

Do multiple assassin's ambush skills stack? I think they might. I would make it work just like ambush in that regard (just for consistency's sake).
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