New Ability: Slayer
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- Posts: 28
- Joined: January 28th, 2005, 7:34 pm
- Location: Germany
New Ability: Slayer
Well, it bothered me a bit that fights had some sure results like a for example a fighter doing 0,7,14 or 21 damage, so I had an idea to change that a little with an ability i called "Slayer".
(a better names would be gladly appreciated)
The idea is simple, if an unit with this ability would get a little damage bonus for successful hits in a row. The unit loses the bonus if it misses.
An example for a unit with 6-6.
first strike hits: 6 damage
second strike hits:7 damage
third strike hits:8 damage
forth strike misses
fifth strike hits:6 damage
sixth strike hits:7 damage
(You see, the retaliation is not shown here because it would have no effect on the ability.)
Why this idea?
Well I think it adds a little diversity to combat results with a pretty simple idea.
Furthermore it teaches the player to use units properly since this ability has maximum effect if the chance to hit is as high as possible.
(Imagine the upper example if the forth strike would have been successful. The last hit would have done sexy 11 damage points)
It's logical that a soldier is a little puzzled when he's been hit and can not defend like if he is fully prepared. A skilled fighter can easily find those weak points and strike them, dealing more damage.
It's been found in other games, so it's easy to understand. It works similar to combos in fighting games.
it adds a few climaxes to the game, and if you miss, well, you don't really lose anything.
Overpowered?
Well, only few units would have this ability, and the power reduces greatly if the unit has few attacks. A unit with 3 attacks and this ability could only do 3 bonus damage at max . A unit with 4 attacks could do 6 bonus points.
A real battle situation would most likely not be different.
look at this:
6-3
first attack hits: 6 damage
second attack misses
third attack hits: 6 damage
No change at all.
I suggest this ability for units with 3-5 attacks.
Well now, rip it apart.
(a better names would be gladly appreciated)
The idea is simple, if an unit with this ability would get a little damage bonus for successful hits in a row. The unit loses the bonus if it misses.
An example for a unit with 6-6.
first strike hits: 6 damage
second strike hits:7 damage
third strike hits:8 damage
forth strike misses
fifth strike hits:6 damage
sixth strike hits:7 damage
(You see, the retaliation is not shown here because it would have no effect on the ability.)
Why this idea?
Well I think it adds a little diversity to combat results with a pretty simple idea.
Furthermore it teaches the player to use units properly since this ability has maximum effect if the chance to hit is as high as possible.
(Imagine the upper example if the forth strike would have been successful. The last hit would have done sexy 11 damage points)
It's logical that a soldier is a little puzzled when he's been hit and can not defend like if he is fully prepared. A skilled fighter can easily find those weak points and strike them, dealing more damage.
It's been found in other games, so it's easy to understand. It works similar to combos in fighting games.
it adds a few climaxes to the game, and if you miss, well, you don't really lose anything.
Overpowered?
Well, only few units would have this ability, and the power reduces greatly if the unit has few attacks. A unit with 3 attacks and this ability could only do 3 bonus damage at max . A unit with 4 attacks could do 6 bonus points.
A real battle situation would most likely not be different.
look at this:
6-3
first attack hits: 6 damage
second attack misses
third attack hits: 6 damage
No change at all.
I suggest this ability for units with 3-5 attacks.
Well now, rip it apart.
Der Stein hat keine Hoffnung, etwas anderes zu sein als Stein. Aber durch Zusammenwirken fügt sich einer zum anderen und wird zum Tempel.
[ ] Goethe
[ ] Shakespeare
[ ] Antoine de Saint-Exupéry
[ ] Goethe
[ ] Shakespeare
[ ] Antoine de Saint-Exupéry
Yes. He first tries to see how good his ennemy is, he gains confidence in himself, but then he sees that his ennemy isn't that bad, and looses a little of that confidence. It's a good idea.
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
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- Joined: October 25th, 2005, 9:32 pm
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- Posts: 127
- Joined: October 25th, 2005, 9:32 pm
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- Posts: 855
- Joined: October 3rd, 2004, 4:52 am
- Location: Portland, OR
- Contact:
-
- Posts: 28
- Joined: January 28th, 2005, 7:34 pm
- Location: Germany
Here are a bunch of names to consider:
aggresive
Pressure
swift
shatter
concentrate
focus
maim
bloodshed
bash
aggresive
Pressure
swift
shatter
concentrate
focus
maim
bloodshed
bash
Der Stein hat keine Hoffnung, etwas anderes zu sein als Stein. Aber durch Zusammenwirken fügt sich einer zum anderen und wird zum Tempel.
[ ] Goethe
[ ] Shakespeare
[ ] Antoine de Saint-Exupéry
[ ] Goethe
[ ] Shakespeare
[ ] Antoine de Saint-Exupéry
- Elvish_Pillager
- Posts: 8137
- Joined: May 28th, 2004, 10:21 am
- Location: Everywhere you think, nowhere you can possibly imagine.
- Contact:
Re: New Ability: Slayer
make you idea shorter so that us lazy people will read it to post about it (and no i havent read it)Industriebrot wrote:Well, it bothered me a bit that fights had some sure results like a for example a fighter doing 0,7,14 or 21 damage, so I had an idea to change that a little with an ability i called "Slayer".
(a better names would be gladly appreciated)
The idea is simple, if an unit with this ability would get a little damage bonus for successful hits in a row. The unit loses the bonus if it misses.
An example for a unit with 6-6.
first strike hits: 6 damage
second strike hits:7 damage
third strike hits:8 damage
forth strike misses
fifth strike hits:6 damage
sixth strike hits:7 damage
(You see, the retaliation is not shown here because it would have no effect on the ability.)
Why this idea?
Well I think it adds a little diversity to combat results with a pretty simple idea.
Furthermore it teaches the player to use units properly since this ability has maximum effect if the chance to hit is as high as possible.
(Imagine the upper example if the forth strike would have been successful. The last hit would have done sexy 11 damage points)
It's logical that a soldier is a little puzzled when he's been hit and can not defend like if he is fully prepared. A skilled fighter can easily find those weak points and strike them, dealing more damage.
It's been found in other games, so it's easy to understand. It works similar to combos in fighting games.
it adds a few climaxes to the game, and if you miss, well, you don't really lose anything.
Overpowered?
Well, only few units would have this ability, and the power reduces greatly if the unit has few attacks. A unit with 3 attacks and this ability could only do 3 bonus damage at max . A unit with 4 attacks could do 6 bonus points.
A real battle situation would most likely not be different.
look at this:
6-3
first attack hits: 6 damage
second attack misses
third attack hits: 6 damage
No change at all.
I suggest this ability for units with 3-5 attacks.
Well now, rip it apart.
Bivrip!!
plese do not yell at me for any misspelled errors!
plese do not yell at me for any misspelled errors!