Suggested Units

Discuss strategies of warbarons

Suggested Units

Postby Supreme » Thu Jun 28, 2012 12:03 pm

Hi guys.

Want to start some discussion which units possible can be added in game to do it more interesting.
Some my suggestions.
ArchAngel - Cost 1900, 5 Turns production, Upkeep 16, Speed 16, Strngth 30, Fly, NegateAura 5(will be better to split negate Morale aura and negate fear so Devils will totally negates morale and archangels - fear), Plunder 0, Morale 5, 2 Lives, 5 Observation
Sea Dragon - Cost 1500, 4 Turns production, Upkeep 14, Speed 20, Strngth 30, Water Based Unit, +10 Morale on Water, +5 Groupmove, Plunder 50, 3 Lives, 5 Observation, Can lead from any water with cost 1. Can Carry Hero
Dead Forces
Skeletons - Cost 100, 1 Turn production, Upkeep 1, Speed 12, Strngth 10, +1 Group fear (+1 Fear for each Skeleton in army, total group fear bonus not more than 5, Group fear adds to normal fear like group ambush), Plunder 40, 2 Lives, 2 Observation
Vampires - Cost 1300, 3 Turn production, Upkeep 10, Speed 16, Strngth 25, Fly, +2 Group Fear(+2 Fear for each Vampire in army, total group fear bonus not more than 5, Group fear adds to normal fear like group ambush), Plunder 40, 2 Lives, 3 Observation, Drain Lives (if Vampire have 1 Life and succssfully attack then he restore Lives)
Dark knights - Cost 700, 2 Turns production, Upkeep 5, Speed 16, Strength 20, +1 Group fear (+1 Fear for each Knightin army, total group fear bonus not more than 5, Group fear adds to normal fear like group ambush), Plunder 60, 2 Lives, 3 Observation, Curse attack. Successfully attacked unit loosing 5 Strngth untill end of battle (stackable)
Orcs
Orc Chieftain - Cost 900, 2 Turns production, Upkeep 8, Speed 15, Strength 20, +5 Swamp Morale, +5 Attack morale, Can lead through swamp with cost 1, Ambush 10, Plunder 50, 3 Lives, 4 Observation
Orc Shaman - Cost 700, 2 Turns production, Upkeep 8, Speed 15, Strength 15, +5 In Swamp, +3 Swamp and forest Fear, Can move through swamp and forest with cost 2, Ambush 25, Plunder 30, 2 Lives, 4 Observation

More suggestions coming soon.
Please, share your suggestions or discuss this.
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Re: Suggested Units

Postby LPhillips » Thu Jun 28, 2012 4:11 pm

Vampirism sounds like the most insane, overpowered idea I've ever heard of.
I like it.

I don't know if swarm abilities (other than basic swarm) are planned. Is that a bit too complicated? It might make sense to have all those abilities once there is a campaign to train newbies, but without that the learning curve will look more and more like the great wall of China.
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Re: Suggested Units

Postby KGB » Thu Jun 28, 2012 4:48 pm

Vampirism was in Warlords 4. It was the most overpowered skill in the game. Any Vampire boosted by stack bonus/bless would be unkillable except by ambush (which was how it was in Warlords 4). This skill would only be balanced if the Vampire's had an equivalent weakness in that he could not benefit from positive stack bonus's of any kind (kind of like how the Sandworm ignores walls) and thus could at most fight at 30 strength when blessed. Even then he''ll still be able to kill hordes (as in 8-10) of 10-20 strength units on his own.

The Group Fear/Morale concept is interesting. But it primarily benefits the defender since they can stack 32 units in a city while attackers can only bring 8. That has to be the prime consideration on balancing when introducing a skill like this. Since it's limited to 5 and a Unicorn cancels 3 right away it's probably fine.


The Sea Dragon is a pointless unit. The Kraken does everything the Sea Dragon does for 33% less money and 1 less turn production. The GroupMove he gets doesn't work with ships so it can only group move other sea units/heroes riding on the such units.

Most of the other units aren't worth having either. For the cost of graphics and all the code that's required to support them they don't bring enough to make them worth every using. For example the Orc Chief isn't as good as a Wolfrider (425 gold, 20 strength, 20% ambush, +5 stack bonus in woods/swamp, leads for 2 in both terrains). Who would ever spend more than 2X the gold for a lesser unit?

Basically only the Vampire is worth having and only if the Vampirism skill comes with a balancing weakness that I mentioned.

KGB
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Re: Suggested Units

Postby smursh » Sun Aug 12, 2012 3:18 am

How about some additional elementals besides the fire elemental.

1 possibility: air elemental: strength 15, speed 20, 3 hits(same as fire elemental), but with a 6-8 point anti-air fear bonus.(controling winds to buffet enemy fliers). cost and production time would need to be adjusted for balance. This would be a powerful way against an opponent who relies heavily on flyers, but almost useless against non-flyers for balance.
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Re: Suggested Units

Postby Moonknight » Sun Aug 12, 2012 7:58 pm

Still would like:
-Treants (3/4 HP, slow outside of forest, 35+ STR)
-Undead Beasts or Slayer Knight (4 UL, 4 Fear, 30 STR, 2 HP)
-Goblins (1 HP, 17 movement, 7 STR, 2(7) Swarm)
-Piranhas (1 HP, 18 movement, 5 STR, 1(7) Swarm, +5 STR in water)
-Ice Guard (1-turn, leads through Snow at cost 2, +STR in Snow when defending)


Also, the ArchAngel suggested by Supreme sounds pretty sweet...
Last edited by Moonknight on Mon Aug 13, 2012 2:18 am, edited 1 time in total.
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Re: Suggested Units

Postby smursh » Sun Aug 12, 2012 11:12 pm

Your goblin seems like an underpowered orc(who is already dreadfully weak). Why not make him a low powered swarm unit(goblins hordes are common in fantasy literature).

Strength 5, move 16 or 17. movement bonus in swamp/hills, but not pathfinding. Swarm bonus +2 up to 5 units. No ambush skill.Build time 1 turn.
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Re: Suggested Units

Postby Omen » Mon Aug 13, 2012 12:46 am

I give you the Peasant: 1 turner, 1 hitter, 5 str, 1(8) swarm, 50 cost, 40 plunding/pillaging, 12 movement, 1 upkeep, +5 in cities.

:mrgreen:
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Re: Suggested Units

Postby Moonknight » Mon Aug 13, 2012 2:16 am

smursh wrote:Your goblin seems like an underpowered orc(who is already dreadfully weak). Why not make him a low powered swarm unit(goblins hordes are common in fantasy literature).

Strength 5, move 16 or 17. movement bonus in swamp/hills, but not pathfinding. Swarm bonus +2 up to 5 units. No ambush skill.Build time 1 turn.


Whoops, I meant to put Swarm where I had Ambush:

-Goblins (1 HP, 17 movement, 7 STR, 2(7) Swarm)
-Piranhas (1 HP, 18 movement, 5 STR, 1(7) Swarm, +5 STR in water)
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Re: Suggested Units

Postby Negern » Mon Nov 05, 2012 10:56 pm

The mole!

Digs under mountains and hills, good vs cities, worst scout ever (1 view), slow movement, decent str, 2 hp, 2 turn! ;)
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Re: Suggested Units

Postby kenc80 » Tue Nov 06, 2012 2:27 pm

-Treants (3/4 HP, slow outside of forest, 35+ STR)


I like the treant. Lets expand on Moons idea. We need a ruler of the forests. But how about Ent-Kings or something. "Treant" just doesnt do much for me.

4HP, 14move, forest move cost 1, group forest move cost 1, 35STR, +10 to group morale in forest. One could argue that thematically they do well in cities (isengard?) but that doesnt make much sense to me. Maybe throw in a -1 to city walls? 1250 cost.



alright, back to waiting in line to vote in the FREEZING COLD.
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