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Thread: Warfare skill | This thread is pages long: 1 2 · «PREV |
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted October 22, 2015 08:58 PM |
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Why should warmachines be entirely useless unless you get warfare? Being able to target isn't a big deal. If anything it would make them passable for untrained heroes.
I mean even spells are useful under might heroes, why should warmachines be crappy?
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ChrisD1
Supreme Hero
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posted October 22, 2015 09:46 PM |
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Elvin said: Why should warmachines be entirely useless unless you get warfare? Being able to target isn't a big deal. If anything it would make them passable for untrained heroes.
I mean even spells are useful under might heroes, why should warmachines be crappy?
not exactly but there aren't many options for a whole skill with 7 perks and 3 ranks. why take two out?
also in my opinion there is a charm to random ballista and catapult.
and their usefulness depends on the numbers not if they can be controlled or not.
as for numbers i think it's possible for those units to be smth nice when you don't have warfare and be even better with warfare.
it's about tweaking in the end really.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted October 23, 2015 08:54 AM |
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Between ballista, tent, arrow towers and catapult there are plenty of possible abilities. I'd even remove the arrow towers from the skill, this has nothing to do with warmachines..
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Steyn
Supreme Hero
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posted October 23, 2015 08:59 AM |
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Edited by Steyn at 12:08, 23 Oct 2015.
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And in H6 there were also some interesting warfare abilities they could('ve) use(d):
The catapult damaging units behind the point of impact would be a nice upgrade, as well as make sense with all that hubris debris flying around.
The usefulness of poisoned wells depends on damage it inflicts, but with those armies deprived of flyers it could be a viable tactic to get the defenders out of the castle.
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ChrisD1
Supreme Hero
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posted October 23, 2015 10:48 AM |
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Steyn said: And in H6 there were also some interesting warfare abilities they could('ve) use(d):
The catapult damaging units behind the point of impact would be a nice upgrade, as well as make sense with all that hubris flying around.
The usefulness of poisoned wells depends on damage it inflicts, but with those armies deprived of flyers it could be a viable tactic to get the defenders out of the castle.
Yeap we could use perks related to siege. And these were good ideas.
Btw it's "debris", not "hubris"
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Steyn
Supreme Hero
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posted October 23, 2015 12:09 PM |
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Edited by Steyn at 12:17, 23 Oct 2015.
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Whoops
How about the control ability becomes part of the novice warfare skill and we have the following abilities?
Novice
- catapult ability that is now expert
- initiative ability
- tower upgrade
Expert
- extra shot for offensive warfare unit
- catapult deals damage to units behind the wall section hit
Master
- Poisoned wells: defenders receive earth damage each turn
GM
- All warfare units get an extra "shot"
The two catapult abilities could be switched if that is better for balance.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted October 23, 2015 02:07 PM |
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I miss the old days when warmachines would unlock ballista, first aid and catapult, making it possible to specialize or mix and match.
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