More attack options to some high-level units

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Jagedew
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More attack options to some high-level units

Post by Jagedew »

Not sure if this has been suggested before but anyway. How about expanding weapon sets or add more attack options to some 2 – 4 Lvl units, especially for those with only 1 attack option? Not only because they would get more options to deal different type of damage, but it also would give more sense of progression and advancement when leveling up. Some of my ideas:

Draug
1. Axe (blade)
2. Shield bash (impact)

Dwarvish Sentinel
1. Spear (pierce)
2. Shield bash (impact)
3. Javelin (pierce)

General, Grand Marshal
1. Longsword (blade)
2. Shield bash (impact)
3. Crossbow (pierce)

Merman Hoplite
1. Spear (pierce)
2. Shield bash (impact)

Royal Guard
1. Longsword (blade)
2. Shield bash (impact)

Master at Arms
1. Saber (blade)
2. Saber (pierce)
3. Crossbow (pierce)

Ogre
1. Cleaver (blade)
2. Fist (impact)

Gryphon
1. Claws (blade)
2. Beak (pierce)

Gryphon Master
1. Claws (blade) charge
2. Beak (pierce)

Kraken
1. Tentacles (impact)
2. Beak (pierce)
3. Ink (pierce)
Last edited by Jagedew on August 17th, 2024, 10:14 pm, edited 1 time in total.
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lhybrideur
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Re: More attack options to some high-level units

Post by lhybrideur »

Ink (pierce)?
And why only these units? Are they the only one why only one attacks at higher lvl?
Duke_Anax
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Re: More attack options to some high-level units

Post by Duke_Anax »

lhybrideur wrote: May 31st, 2024, 11:18 am Ink (pierce)?
That is the mainline attack they already have, but yeah it's weird.

ranged impact poison or ranged impact slow would make more sense
white_haired_uncle
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Re: More attack options to some high-level units

Post by white_haired_uncle »

It seems to me like many units with only one attack are particularly strong with that attack, but of course are limited by not being able to return damage (e.g. no ranged attack), or attack units with high resistances against their attack, etc. I think this makes them interesting. If you added more attacks, you'd need to nerf the existing attack to avoid tossing off the unit balance, which would give you just another unit like all the others, so you might as well just eliminate the unit altogether.
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dwarftough
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Re: More attack options to some high-level units

Post by dwarftough »

Adding extra attacks with different damage types makes units more powerful. Especially if a unit gets impact/pierce combo, that's is very powerful because units resistant to impact are vulnerable to pierce and vise versa. Some of those units are already very powerful, Royal Guard for example. So this would cause a huge shift in unit strengths. I don't think we want every 3 lvl unit to acquire that kind of versatility, let it be a feature of only some of them

Also many of these options require new attack animations to be drawn
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Jagedew
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Re: More attack options to some high-level units

Post by Jagedew »

Duke_Anax wrote: May 31st, 2024, 12:25 pm
lhybrideur wrote: May 31st, 2024, 11:18 am Ink (pierce)?
That is the mainline attack they already have, but yeah it's weird.

ranged impact poison or ranged impact slow would make more sense
Yeah, and e.g. Giant Spider unit is dealing blade type of damage with it's fangs rather than pierce damage. Weird too.
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Jagedew
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Re: More attack options to some high-level units

Post by Jagedew »

lhybrideur wrote: May 31st, 2024, 11:18 am Ink (pierce)?
And why only these units? Are they the only one why only one attacks at higher lvl?
Just some of my ideas. There could be something more, but there might be problems with the game balance and the strengths between the units. Actually Master at Arms, Draug and Royal Guard can be excluded.
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Jagedew
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Re: More attack options to some high-level units

Post by Jagedew »

dwarftough wrote: May 31st, 2024, 5:46 pm Adding extra attacks with different damage types makes units more powerful. Especially if a unit gets impact/pierce combo, that's is very powerful because units resistant to impact are vulnerable to pierce and vise versa. Some of those units are already very powerful, Royal Guard for example. So this would cause a huge shift in unit strengths. I don't think we want every 3 lvl unit to acquire that kind of versatility, let it be a feature of only some of them

Also many of these options require new attack animations to be drawn
There are already many units with impact/pierce combo, like Cuttle fish, Drake enforcer, Dune spearmaster, Elvish Shyde and some others. I did not suggest every single 3rd Lvl units, only a few of them and couple of the others. Royal Guard, Draug and Master at Arms can be excluded from my list actually. But the shift in unit strengths would be too huge anyway, even if trying to keep the damage and hit rate reasonable low and balanced? Like only 1 or 2 hits and 8 – 11 Dmg?

Many units have gotten new idle animations from multiple angles in later versions. The same attack animations cannot be just re-used in some parts?
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