Spiritual/Ghostly Movetypes

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Jetrel
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Spiritual/Ghostly Movetypes

Post by Jetrel »

I would like to see a new movetype for "spiritual" units - such that they are rather resistant to corporeal attack, but are vulnerable to magical ones.

It would really make units like ghosts, and especially shades, much more unique, as even tough melee units would have reason to fear them, since only spellcasters could really damage them.

There would need to be two new movetypes - one for undead "evil" spirits, and another for living creatures in the spirit world, like dryads and such. The undead movetype would grant resistance to cold, but vulnerability to holy and fire, the other spiritual movetype would grant vulnerability to cold and fire, but normal resistance to holy (the usual 20% everyone has).


Even if no current units use the "living spiritual" movetype, I still think it should be added, to give scenario developers/unit designers a precedent to work against.



Why do I propose this change? What problem do I hope to solve by having this implemented? Simple - right now the spirits in the game are no different from any other flying unit. And I don't like that, really.

In light of all the drakes and gryphons they are not very unique.
Boucman
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Post by Boucman »

interesting...

would they have normal movement over shallow water, but couldn't cross deep water


undead can't cross large bodies of water and all that sort of stuff....
Dacyn
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Post by Dacyn »

what is the difference between "evil spiritual" and undeadfly?
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Elvish_Pillager
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Post by Elvish_Pillager »

Dacyn wrote:what is the difference between "evil spiritual" and undeadfly?
Vampire Bats.
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Dacyn
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Post by Dacyn »

Elvish Pillager wrote:Vampire Bats.
how is that an answer?
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Post by Elvish_Pillager »

Dacyn wrote:
Elvish Pillager wrote:Vampire Bats.
how is that an answer?
They are one but not the other.
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Dacyn
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Post by Dacyn »

:roll:
I meant, how are they different as movetypes? Not considering who has them, how are they different?
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Re: Spiritual/Ghostly Movetypes

Post by Elvish_Pillager »

Jetryl wrote:resistant to corporeal attack, but are vulnerable to magical ones.
That is, the Ghost would resist impact too, etc.
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Re: Spiritual/Ghostly Movetypes

Post by Dacyn »

I don't think resistance to one damage type is enough for a new movetype.
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Elvish_Pillager
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Post by Elvish_Pillager »

Actually, I think ghosts should have very high defense instead of any knid of resistance to corporeal damage. That way, they would be vulnerable to magic, and it would be realistic; if a ghost wants to dodge, it goes INTO the nearest blocking terrain fragment. Of course, then ghosts ought to have less defense in water, because weapons can actually go through water.
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Post by Neoriceisgood »

this would automaticaly make the question arise; would they not have to be more funeral to especialy fire? As I'm not sure if the 200% holy attack can rise anymore and with their impact weakness removed they need at least one worse weakness to compensate; this would also mean flooding drakes with ghost isn't such a good idea anymore as a small group of burners can actualy scorch all of them in one turn =)
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Post by autolycus »

Elvish Pillager wrote:Of course, then ghosts ought to have less defense in water, because weapons can actually go through water.
Actually, I think water can be good defensive terrain for ghosts too. Imagine the difficulty of hitting something material that's hiding in the water - because of refraction, water resistance and the way water reflects light that is incident on it. Now imagine the difficulty of hitting something which is incorporeal, with the same factors in play. That way, only plains would be bad terrain for ghosts.
I think you could make it so that occluding terrain - mountains, forests, deep water, swamp - in which a ghost could reasonably hide or blend in, should give it a good defense, with hills less than mountains and shallow less than deep water. Only plains would be bad defensive terrain.
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Jetrel
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Post by Jetrel »

Yeah, they would probably need to be more vulnerable to fire. I suppose they could still get some significant damage from impact - the idea being that impact is a disruption to the whole volume of their ... material, whereas blade and pierce are disruptions to small, isolated parts of it.


It's like, if you were fighting something made of water, you would be much better equipped with a plank than a sword. A sword would simply slice right through it, but a plank would slap it apart.


I'm not sure if this "vulnerability" to impact should be one per se, but perhaps they should not have any resistance to it.

Also, unlike the "undeadfly" movetype, this one would have significantly higher resistance to blade, and especially pierce. You can't cut a ghost, really.
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Post by Elvish_Pillager »

Jetryl wrote:You can't cut a ghost, really.
I don't even want to think about shooting a ghost full of arrows, either.
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Post by cobretti »

Jetryl wrote:Yeah, they would probably need to be more vulnerable to fire. I suppose they could still get some significant damage from impact - the idea being that impact is a disruption to the whole volume of their ... material, whereas blade and pierce are disruptions to small, isolated parts of it.


It's like, if you were fighting something made of water, you would be much better equipped with a plank than a sword. A sword would simply slice right through it, but a plank would slap it apart.


I'm not sure if this "vulnerability" to impact should be one per se, but perhaps they should not have any resistance to it.

Also, unlike the "undeadfly" movetype, this one would have significantly higher resistance to blade, and especially pierce. You can't cut a ghost, really.
Leaving the whole reasoning apart, this makes the impact weapons even more 'undead-ultra-kjller'. Only bats and dark apprentices would have any hope against them, and they are already weak...
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