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CoM II : Halfling race overhaul

Quote:How about evasion bonus? An ability with the same effects as blur spell.
That works, too, as long as it applies to both attacks and spells. It might even use the same mechanic so illusion immunity bypasses it. (spells don't have immunities, anyway)
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*Gnomes sound a bit of a mixed bag. It's a still a turtle race so we want them to produce magic (or research but that seems a better match for the faeries) and that would imply magic based units, but then there is the technology idea. Either way that means they have units capable of conquering and then they are basically not different from elves. I'm actually not sure there is much room beyond Elves for another race of magic power because they are such a generic "good at everything" race, and I think we don't want to have a race with +1 power on Arcanus because that's exclusive to Dark Elves. But if their power isn't better than the elves then the elves are strictly superior because they can also fight well.
(Magic is the way to be more powerful in game as the main game mechanic so late game units as good higher tier summons is a no-go, and elves have about the best you can design without being equal to the summons. Which does mean the late race has to support magic somehow.)

Gnomes doesn't really need to be a power based race. They could have instead a production bonus on building units like the coal mineral and so they would be different from humans. This also would make they similar to dwarfs (as dwarfs mainly benefit from production buildings Miners Guild, Mechanicians'Guild). Although I initialy related steam cannons to research they are actually more production related (require 2 production buildings and only one research building). Actually I like the concept of Gnomes as Arcanian-Dwarf (different from dwarfs because they are supposed to be peaceful) and as a race that unlocks units with production buildings thus really making a new style of play in arcanus . If we take this even further we could make them the extremely low growth race on arcanus and give their cities a simple flat bonus on production as a racial trait making them a low growth race that benifits expanding as their cities would make the initial buildings faster (their production potencial is under control as with the lower population it would be hard to make advanced buildings and thus not really taking the humans role of city builders).
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[quote pid='736498' dateline='1594262052']
htester
Gnomes doesn't really need to be a power based race. They could have instead a production bonus on building units like the coal mineral and so they would be different from humans. This also would make they similar to dwarfs (as dwarfs mainly benefit from production buildings Miners Guild, Mechanicians'Guild).


Actually I just noticed the horrible contradition between a race specialized on building units and having a "peace theme". It might work if the units were costly but that would make them nearly impossible to produce on a decent speed outside capital and initial cities. It would make far more sense to put a militarist race on that production theme. Also that would allow the use of Miner's Guild as a building that unlocks racial units on early game and not tied with the research theme. Kobolds would be better, way better. And they also relate to dwarfs somehow as a possible enemy because they are a race specialized on digging tunnels which also explains the production bonus. And even better: they could provide an opportunity to explore merging movement on weak, low resistance normal units.

Kobolds are a race of diminutive, rat like subterranean humanoids who dwell in and around caverns and mines (this time I am relying on warcraft lore). Or for lore purposes we could use the Dwarft Fortress interpretation that portrait they somehow similar to brown goblins specialized on digging tunnels ( https://dwarffortresswiki.org/index.php/DF2014:Kobold ). Another unexpected consequence of this interpretation is making them a myrran race (to support their rivalry with dwarfs). Also it could support merging movement on weak melle units. Although merging would be even more powerful than drakes flying if not properly balanced this could be ajusted by lowering resistance value, defense etc. Also this might allow them to take down dwarf steam cannons earlier than other races and dominating until dwarfs got hammerhads .
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Nomad units have bows, dark elves magic ranged attack and draconians flying, how about a race with normal units that can cast spells? They can start with low for spearmen 3MP, swordsmen have 5MP or something and 8MP for halberdiers. The amount increases with each experience level (3MP per level).
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(July 9th, 2020, 01:58)MrBiscuits Wrote: Nomad units have bows, dark elves magic ranged attack and draconians flying, how about a race with normal units that can cast spells? They can start with low for spearmen 3MP, swordsmen have 5MP or something and 8MP for halberdiers. The amount increases with each experience level (3MP per level).

I think dark elfs already fit that role as apprentices give you the opportunity to cast early spells. It wouldn't make sense to have a "everybody is a magician race" because there is no point in making casting units that are worse than apprentices or relevant casting units that would be that different from magicians. Maybe a race a with an extra magician like unit that cast 1 spell only (like shamans, priests or warlock mechanic) would be good (like my Druid-Race proposal).
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Yes, Gnomes might work as a slow growth militarist Arcanus race, especially if they are similarly midgame as Dwarves.

Quote:Nomad units have bows, dark elves magic ranged attack and draconians flying, how about a race with normal units that can cast spells? They can start with low for spearmen 3MP, swordsmen have 5MP or something and 8MP for halberdiers. The amount increases with each experience level (3MP per level).

Faerie units could possibly be doing that. Units with specific spells are also possible now. Fairy Dust would be an obvious choice. We can give each unit a different spell instead of MP.
Probably shouldn't give anything good to spearmen and swordsmen though.
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Well the idea of giving them MP is that it opens up new strategies depending on what spells the player has available. Life swordsmen can buff themselves, chaos can cast flame blade, death cloak of fear or weakness etc.

Also it means that the units that have been gradually gaining xp in your oldest cities are more useful as the game progresses.
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(July 8th, 2020, 09:51)Seravy Wrote: Also, if we do split the halflings, that likely makes them unplayable to mono-sorcery and chaos again. The main reason why the research was added was their lack of options if your magic couldn't support expansion (either by buffing or summoning). Chaos suffers less as Lucky+Flame Blade is still a decent combo, the only problem is not being able to help the units survive but Barracks can help a little with that. Sorcery has absolutely nothing though unless it's a low difficulty game where naga based conquest is viable. Maybe combat spell spam (confusion) with channeler? Either way it'll be a horrible race choice for those realms.

What effects could help units survive?
Let's list them:
1.Extra stats (defense, hp and resistance)
2.Another racial trait
3.A new unit (that's hard because any racial halfiling unit MUST KEEP the 8 figures-lucky thing and LOW STATS)

1.The first option is denied as most halfiling units have one hp and adding extra defense is not an option. Shamans and Magicians have ok resistance.
2.THEY HAVE LUCKY and also high figures so no other combat traits should be added.
3. If we remain faithfull to halfilings stats it wouldn't even make sense to add another melle unit other than swordsmen (on a higher tier like halbediers) or another ranged unit with  non magical attack on the same tier as slingers.

That trail of thoughts keep me trapped for a while. But again why are we even thinking about this? The answer: to make halflings playable to chaos and sorcery. Chaos doesn't  help much as frail  can' t possible benefit from atacking buffs with they die easily. Sorcery apparently could provide us an answer as they use the tactifull style of playing rather than buffs on defense or attack. No good. Flying and evasion? Flying can do something on combat if you are facing neutrals but not  against wizards with damaging spells. Blur can't protect them that much and as it doesn't  work on spells. The rare tier spells are far away (specialy with the end of research bonus).

So what do we have after all this thinking?
-We need to add another unit
-Tactical gameplay that would work for chaos and to be available before sorcery magical
immunity and invisibility.

So I decided to get inspiration on the most versatile realm: Nature. Which actually have 3 spells to completely prevent damage without buffing anyone (web, earth to mud, and entangle). Web Spell or Movement reduction effect (that would make halflings similar advantage as nomad horsebowmen but without having supperior movement itself- instead reducing opponents movement). Movement reduction and preventing damage hmmm... Let's go back to sorcery: STASIS. How about a movement stasis like effect to prevent a single unit to move for a turn without restricting its hability to attack if it has ranged damage or casting skill?

New Unit:
Trappers-Ambushers
Lucky
8 figures
1hp, 4 resistance, 1 ranged damage (as barracks will be available)
Movement staling hability (pitfall, traps?)
(Possibly a new bowmen tier unit with increased production cost).
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I have a pretty good idea for the new halfling unit then. What we really need is not reducing enemy movement (that helps tho) but to be able to cast our good Sorcery or Chaos combat spells, then escape (which reduced movement helps with, but only a little).

Halfling Adventurer
Lucky
Bow attack, 4 ammo (half of bowmen)
4 figures
Attack/Defense/Hp slightly better than bowmen, ranged equal (3 melee, 3 ranged, 4 defense, 2 hp per figure?)
Escape : Press the "Flee" button to have this unit retreat from battle at a 100% chance of success (rest of the army keeps fighting).

Probably should be a fighter's guild unit that also requires one other building.
Cost should be about double the normal bowmen. Lower figure count guarantees if you can build up a decent army that isn't relying on combat spells to win then you'll still use slingers instead of this.
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(July 9th, 2020, 11:01)Seravy Wrote: I have a pretty good idea for the new halfling unit then. What we really need is not reducing enemy movement (that helps tho) but to be able to cast our good Sorcery or Chaos combat spells, then escape (which reduced movement helps with, but only a little).
Probably should be a fighter's guild unit that also requires one other building.
Cost should be about double the normal bowmen. Lower figure count guarantees if you can build up a decent army that isn't relying on combat spells to win then you'll still use slingers instead of this.

Adventurer does relate with the being curious theme and explain why they would have the extra hp (as an adventurer they are supposed to be tougher).
Guaranted fleeing as a mechanic also fits a tactical gameplay. As for building requeriments I would like to suggest Ship Wright's Guild to promote the adventure themed unit but that would limit the unit availability so it would require some serious thought. I think it has to be a 80 or lower production cost building (to follow the Human Knights example, of a racial unit with the same cost as habeldiers and thus requiring a "simple building").
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