ability: overrun
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ability: overrun
Hello,
I always liked overrun ability of tank units in Panzer General.
I could be applied to heavy dwarvish units to increase their mobility (especially if they split with Outlaws).
How it should work:
When unit will enter enemy unit ZoC (with remaing move points) and will kill this unit it can use remaining move points and move further and attack next unit, and so on.
It shouldn't be given to 1st level (or even 2nd level) units or units with too many move points.
I always liked overrun ability of tank units in Panzer General.
I could be applied to heavy dwarvish units to increase their mobility (especially if they split with Outlaws).
How it should work:
When unit will enter enemy unit ZoC (with remaing move points) and will kill this unit it can use remaining move points and move further and attack next unit, and so on.
It shouldn't be given to 1st level (or even 2nd level) units or units with too many move points.
- Elvish_Pillager
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That's weird... it doesn't make sense. Can you give a specific description of what exactly the ability would do?
I really prefer my "trample" idea: "When this attack is used to kill a unit, this unit is put in the killed unit's hex and may attack again, but not move."
I really prefer my "trample" idea: "When this attack is used to kill a unit, this unit is put in the killed unit's hex and may attack again, but not move."
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
It seems to me that the suggested specialty is "When this unit gets a kill, any movement points he had before attacking he regains."
Seems to me this has been suggested before. ;}
Seems to me this has been suggested before. ;}
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- Elvish_Pillager
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But obviously he had 0 because of ZoC.turin wrote:It seems to me that the suggested specialty is "When this unit gets a kill, any movement points he had before attacking he regains."
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
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OK, lets write scenario.
Unit is one hex from nearest enemy unit.
Units has 4 move points (MP).
Unit goes one hex (3MP left) and attacks enemy.
Kills enemy.
Optional: moves on hex where enemy was.
Unit can use 3MP left as ZoC allows.
If is still inside enemy ZoC can move 1 hex (with 2MP
remaining) and attack enemy unit.
If succeed can use 2MP as previously.
This should be available only for upper level units because it could give too
much XP in short time (unbalance in multiplayer). For higher levels it will
offer interesting trade-off in campaigns. Potential break through enemy lines
giving speed to offensive but stealing XP from lower level units undermining
army build-up.
Unit is one hex from nearest enemy unit.
Units has 4 move points (MP).
Unit goes one hex (3MP left) and attacks enemy.
Kills enemy.
Optional: moves on hex where enemy was.
Unit can use 3MP left as ZoC allows.
If is still inside enemy ZoC can move 1 hex (with 2MP
remaining) and attack enemy unit.
If succeed can use 2MP as previously.
This should be available only for upper level units because it could give too
much XP in short time (unbalance in multiplayer). For higher levels it will
offer interesting trade-off in campaigns. Potential break through enemy lines
giving speed to offensive but stealing XP from lower level units undermining
army build-up.
I had simillar idea, but decided to search a forum first, and with a good reason, I see.Elvish Pillager wrote: I really prefer my "trample" idea: "When this attack is used to kill a unit, this unit is put in the killed unit's hex and may attack again, but not move."
My idea was however slightly different. I think it's best not to stray from "one attack per unit per turn" rule. Otherwise attacking unit could just waltz over entire field hospital killing off every patient.
So, to rephrase in my own words:
Ability: Trample (my variant)
Description: When this attack kills the defender, the attacking unit automaticaly moves to defending hex provided such move would be possible given attacker's current maximum speed.
Notes: The "current maximum speed" is to prevent units from charging into the depths of the ocean or jump over the cliff (honestly, as soon as you're not watching, they're bound to do something stupid...) and to prevent magicaly slowed units from mountain climbing if their current state prevents them from doing so (for example if the attacker was a slow unit to begin with)
In my opinion ideal "bearer" for such an attack would be some new branch in heavy infantry line. That's what being a shock trooper is all about - breaking the defence line and holding position.
What you think?
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I think your variant is win, and that it would indeed be good for a new heavy infantry branch, or possibly even the current one. With some power reduction for balancing, of course.Drondh wrote:I had simillar idea, but decided to search a forum first, and with a good reason, I see.Elvish Pillager wrote: I really prefer my "trample" idea: "When this attack is used to kill a unit, this unit is put in the killed unit's hex and may attack again, but not move."
My idea was however slightly different. I think it's best not to stray from "one attack per unit per turn" rule. Otherwise attacking unit could just waltz over entire field hospital killing off every patient.
So, to rephrase in my own words:
Ability: Trample (my variant)
Description: When this attack kills the defender, the attacking unit automaticaly moves to defending hex provided such move would be possible given attacker's current maximum speed.
Notes: The "current maximum speed" is to prevent units from charging into the depths of the ocean or jump over the cliff (honestly, as soon as you're not watching, they're bound to do something stupid...) and to prevent magicaly slowed units from mountain climbing if their current state prevents them from doing so (for example if the attacker was a slow unit to begin with)
In my opinion ideal "bearer" for such an attack would be some new branch in heavy infantry line. That's what being a shock trooper is all about - breaking the defence line and holding position.
What you think?
Hiatus, epitome, colonel, sadist, Tucson, behemoth, quixote...
Okay, how many of those did you pronounce wrong?
My (very incomplete) campaign.
Okay, how many of those did you pronounce wrong?
My (very incomplete) campaign.
Would it even need balancing? Heavy infantry are probably the least used unitsfor the loyalist. Personally i only use them to kill skeltons near my keep. They can't move fast enought to do anything elselittlebeast wrote:I think your variant is win, and that it would indeed be good for a new heavy infantry branch, or possibly even the current one. With some power reduction for balancing, of course.Drondh wrote: I had simillar idea, but decided to search a forum first, and with a good reason, I see.
My idea was however slightly different. I think it's best not to stray from "one attack per unit per turn" rule. Otherwise attacking unit could just waltz over entire field hospital killing off every patient.
So, to rephrase in my own words:
Ability: Trample (my variant)
Description: When this attack kills the defender, the attacking unit automaticaly moves to defending hex provided such move would be possible given attacker's current maximum speed.
Notes: The "current maximum speed" is to prevent units from charging into the depths of the ocean or jump over the cliff (honestly, as soon as you're not watching, they're bound to do something stupid...) and to prevent magicaly slowed units from mountain climbing if their current state prevents them from doing so (for example if the attacker was a slow unit to begin with)
In my opinion ideal "bearer" for such an attack would be some new branch in heavy infantry line. That's what being a shock trooper is all about - breaking the defence line and holding position.
What you think?
Porro ago res publica of somnium
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This remind of the ability I see in other turn based game.
In Taiko Risshiden V, the battle field is also hex based and the horseman have the ability of rush over to the other side of the targeting unit when they attack. In this way it bypass the ZoC, however it may also endanger itself since the other side of ZoC may have hordes of units awaiting.
So the ability goes like this.
For a heavy or charging unit, after they attack, the unit got moved to the other side of the target. This is only when the target is not dead and no one is blocking the otherside. If the target gets killed, the charging unit moves into the hex of the target and stays there.
In Taiko Risshiden V, the battle field is also hex based and the horseman have the ability of rush over to the other side of the targeting unit when they attack. In this way it bypass the ZoC, however it may also endanger itself since the other side of ZoC may have hordes of units awaiting.
So the ability goes like this.
For a heavy or charging unit, after they attack, the unit got moved to the other side of the target. This is only when the target is not dead and no one is blocking the otherside. If the target gets killed, the charging unit moves into the hex of the target and stays there.
Do you mean charging as in the abilty, or charging as in gerale "charging"units such as horsemen ect?WindEnchanter wrote: So the ability goes like this.
For a heavy or charging unit, after they attack, the unit got moved to the other side of the target. This is only when the target is not dead and no one is blocking the otherside. If the target gets killed, the charging unit moves into the hex of the target and stays there.
Porro ago res publica of somnium
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Not as ability, what I mean is that fast moving unit that run too fast so they run to the otherside after their attack.St Stux wrote:Do you mean charging as in the abilty, or charging as in gerale "charging"units such as horsemen ect?WindEnchanter wrote: So the ability goes like this.
For a heavy or charging unit, after they attack, the unit got moved to the other side of the target. This is only when the target is not dead and no one is blocking the otherside. If the target gets killed, the charging unit moves into the hex of the target and stays there.
I am not refering to the units with charging ability that does double damage.
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So, any people considering putting this ability in their own era? I doubt it'll ever make mainline. It violates a basic principle of Wesnoth.
Check out Quietus's Minotaurs!Quiz wrote:You are a Dwarvish Fighter. You're surly and handy with an axe. Go chop some trees.
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I will probably starting learning WML in the next few monthes. Once I learned enough probably I can make it happen in some customized games.Darth Jordius wrote:So, any people considering putting this ability in their own era? I doubt it'll ever make mainline. It violates a basic principle of Wesnoth.
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Sounds a little like my suggestion.
http://www.wesnoth.org/forum/viewtopic.php?t=19289
Both require moving next to a unit not using up movement. With mine attacking doesn't use up movement. But you don't get a second attack. With yours attacking doesn't use up movement and the unit gets additional attacks, but only if it manages to kill its target.
http://www.wesnoth.org/forum/viewtopic.php?t=19289
Both require moving next to a unit not using up movement. With mine attacking doesn't use up movement. But you don't get a second attack. With yours attacking doesn't use up movement and the unit gets additional attacks, but only if it manages to kill its target.