AMLA Brainstorming Thread
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-edit- I did try to keep these not too overpowered. But I'm not sure if these are balanced.
Mage of Light:
-Healing mastery: increases healing done (by +2 to each target?)
Paladin
-Righteous fervour: +1 attack (both sword and lance)
-Holy charge: lance attack becomes holy
Lancer
-Positioning: decreases damage done to the lancer after the lancer has charged (-25%?)
-Life in the saddle (or a more appropriate phrase): increases movement (by 2?)
-Tactics of the charge: +5% chance to hit
Sharpshooter
-Enchanted Bow: +3 damage
-Expert fletching: +2 damage
-Bowmastery: +2 attacks (or, possibly, gains a 'barrage' attack, showering a target with arrows)
Javelineer
-Fast thrower (or a more appropriate phrase): +2 ranged attacks
-Keen eye: +2 ranged damage
Iron Mauler
-Strong legs: +2 to movement
-Blessed mace: attacks do holy damage (may not be appropriate)
-Great strength: +1 attack, +2 damage (wanted to increase the number of attacks over damage, but in the end couldn't conceive of another AMLA-ability name).
Mage of Light:
-Healing mastery: increases healing done (by +2 to each target?)
Paladin
-Righteous fervour: +1 attack (both sword and lance)
-Holy charge: lance attack becomes holy
Lancer
-Positioning: decreases damage done to the lancer after the lancer has charged (-25%?)
-Life in the saddle (or a more appropriate phrase): increases movement (by 2?)
-Tactics of the charge: +5% chance to hit
Sharpshooter
-Enchanted Bow: +3 damage
-Expert fletching: +2 damage
-Bowmastery: +2 attacks (or, possibly, gains a 'barrage' attack, showering a target with arrows)
Javelineer
-Fast thrower (or a more appropriate phrase): +2 ranged attacks
-Keen eye: +2 ranged damage
Iron Mauler
-Strong legs: +2 to movement
-Blessed mace: attacks do holy damage (may not be appropriate)
-Great strength: +1 attack, +2 damage (wanted to increase the number of attacks over damage, but in the end couldn't conceive of another AMLA-ability name).
Last edited by Na'enthos on February 6th, 2006, 9:03 am, edited 1 time in total.
He who would travel happily must travel light.
-Antoine de Saint-Exupery
-Antoine de Saint-Exupery
That might be a good ability for Woses, but I would call it "soften earth," restrict it to affecting certain terrain, and make flyers immune to it.Bball_24 wrote:How about awe?
Increases ZOC to 2 hexes.
Sea dragons could get "maelstrom," same principle but only affects water tiles.
Maybe something similar for a Knalgan unit in mountain "control rock," or for an undead unit "grasping hands" in swamp.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
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Yeah, that's a great idea! But should it be the terrain the AMLAed unit is on or the terrain the attacking unit is on?Sapient wrote:That might be a good ability for Woses, but I would call it "soften earth," restrict it to affecting certain terrain, and make flyers immune to it.Bball_24 wrote:How about awe?
Increases ZOC to 2 hexes.
Sea dragons could get "maelstrom," same principle but only affects water tiles.
Maybe something similar for a Knalgan unit in mountain "control rock," or for an undead unit "grasping hands" in swamp.
Also beseiged: for human/elven/knalgan archers: When on village ZOC is 2.
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I'd like to see leadership units get an ability that allows them to bestow their bonuses onto equal level units as an ALMA bonus.
Would be great in long campaigns because it seems to me units like the Elf Marshal just aren't that great anymore when you have almost all level 3 units, and trying to train up lvl 1 and 2 units isn't very feasible in later stages of almost all campaigns.
Would be great in long campaigns because it seems to me units like the Elf Marshal just aren't that great anymore when you have almost all level 3 units, and trying to train up lvl 1 and 2 units isn't very feasible in later stages of almost all campaigns.
"A wise man speaks when he has something to say. A fool speaks when he has to say something."
Here's an idea for Paladin:
Make Disciple- random chance of defeated enemy being added to your recruit list.
Make Disciple- random chance of defeated enemy being added to your recruit list.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
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Possible idea for all units.
You know how when you level up normally, you fully heal?
How about as an AMLA choice, heal a percentage somewhere between 25-75% depending on what seems most realistic?
You don't get any benefits like stats or abilities, but considering how long it takes for a level 3 unit with about 80 hp to sit out of combat to heal, a quick boost of HP just might help quite a bit, though you sacrifice long term improvement.
You know how when you level up normally, you fully heal?
How about as an AMLA choice, heal a percentage somewhere between 25-75% depending on what seems most realistic?
You don't get any benefits like stats or abilities, but considering how long it takes for a level 3 unit with about 80 hp to sit out of combat to heal, a quick boost of HP just might help quite a bit, though you sacrifice long term improvement.
"A wise man speaks when he has something to say. A fool speaks when he has to say something."
I'd say the chance of converting a lich (or other high level chaotic creature) would be quite slim indeed. Any reasonable formula would make it near zero. Still, it would be a nice surprise if he actually managed to convert a lich.Soliton wrote:So you get to recruit Lichs in the next scenario?Sapient wrote:Here's an idea for Paladin:
Make Disciple- random chance of defeated enemy being added to your recruit list.

http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
no actually that's a brainstorm, sapient isn't rejecting the idea. the idea is actually pretty cool, kust like pokemon
But I REALLY like the idea about healing 75% of your health or choosing something else. In a dire situation, sometimes u need that extra health when ur best unit is about to die, and I think that fixes that, being balanced with the factor that, that unit will not have another chance to choose another ability for a long time. And just to clarify, with the double area of ZoC, will the unit stop at the unit's 1st line of ZoC, or the 2nd one?

I also got another idea, maybe there should be an ability like "last stand" where when the unit is dying, like 20-30% of their life is gone, they will start attacking 2x or 3x harsher, because they know they are about to die, so they start becoming more fierce. Now this shouldn't really be given to a knight, or anyother unit with charge
but, i think some other units might find it helpful.

It also shouldn´t be given to a berserker, but I follow the rules and let your idea in peace.deonjo wrote:Now this shouldn't really be given to a knight, or anyother unit with chargebut, i think some other units might find it helpful.
Draug: Vampiric axe->gives drain to it.
-- You give wondered views to me? Then: the current draug is a little bit weak with damage increased by 2 from the revenant.

First read, then think. Read again, think again. And then post!