The_Stranger
Member
posted 02-08-13 01:02 PM EDT (US)
Rather than start a whole topic on ideas for AoW3, I thought it would be good to break topics down into general areas: i.e. abilities, magic, races, etc, to avoid creating one giant thread that was too unwieldy to search.
So, an ability that I would like to see:
In AoW I, unlimited retaliation helped make heroes invincible; in AoW:SM, it contributed to their being quite pathetic. Enter ability "endurance." As with Leadership, increasing levels of this ability give an additional retaliation strike to a hero/unit.
What abilities would others like to see?
Leonaru
Member
posted 03-09-13 10:40 AM
EDT (US)
53 / 68
I hope their include many abilities for the whole party for heroes, so heroes would be more leader-like and not just homicidal commandos.
balance11
Member
posted 03-09-13 12:51 PM
EDT (US)
55 / 68
Agree with said above: in general I suppose it's the heroes aspect of AOW that is of the highest potential to develop. And the leadership (along with collective movement / concealment bonuses suggested here) is one of evident directions for this. We do need leaders of different types: defensive, resistant, ranger type and so on.
ffbj
Member
posted 03-10-13 02:36 PM
EDT (US)
56 / 68
Flying should become floating when underground. If you differentiate passageways then there they become floaters, while in an open cavern they could fly normally.
On a related note all type 4's should have some missile weapon, no matter how cheesy, this would eliminate the ridiculous occurence of a single dragon destroying entire armies. Of course weaker units without missile would still be out of luck.
Regeneration should be only partial, of course the unit could still be healed, and there could be different levels/strengths of regeneration.
Machines should all be built at a builders guild, and the ability to make the top machines should rely on whether either the skill master builder, or the upgraded building itself, allows for the production of the best machines.
Machines cannot enter dungeons. I mean come on really?
You cannot buff machines with spells, or maybe a specific spell harden machines, raising an armor class, and that would be it. No windwalking boats...etc...
Not to be a putz, I think fixing the things that were broken or allowed for exploits are more important than adding new abilities. Though there are some fine ideas above.
ElJoepo
Member
posted 03-14-13 08:28 PM
EDT (US)
58 / 68
More levels of medals would be nice, maybe 5?
Increased amount of experience gained when a unit with a lower medal slays one with a higher medal.
Wet as a status: Units receive 50% more damage from lightning and cold, movepoints are 25% less during combat. Units cannot catch fire while being wet.
I like the general benefits of leaders to the group as a whole. Increased movepoints, forestry, mountaineering...
feargus
Member
posted 03-29-13 03:27 AM
EDT (US)
60 / 68
Here's an idea for the Highelf Spy unit:
Name of the ability Disguise.
Explanation. On the battlefield the Spy can steal the clothes and mimic the appearance of a deceased humanoid unit (like Changeling ability). After the battle the unit emerges as an independent(!) scout, no longer in control of the player. It will behave as an independent unit untill slain or ... hired by another player, with one small difference: So long as it's alive it will provide Vision for the original player.
Note: The Highelf Spy is small, quick and agile. It is difficult and expensive to train one, even though it may not serve in the ranks for very long. It is risky to employ Highelf Spies because they are so true to their tasks that they will attack their allies in order to maintain incognito.
feargus
Member
posted 03-30-13 04:45 PM
EDT (US)
62 / 68
... and don't forget about the Draconian Chameleon!
It is a slick unit with all conceivable kinds of concealment.
Its signature move is 'Camouflage'.
Name of the ability Camouflage.
Explanation: During combat the unit can render itself invisible.
Note: When the unit takes damage it will become visible again.
The Harlequin
Member
posted 03-31-13 07:26 AM
EDT (US)
63 / 68
Name of the ability: Wing Attack.
Explanation: Large flyer unit plaps its wings in a cone attack that throws units, in the are of effect, backwards. Heavy units (like tanks) are immune to it. Has 3 charges and can be used in the red mps.
Note: For a dragon or other large winged units.
ffbj
Member
posted 04-01-13 05:08 PM
EDT (US)
64 / 68
Heroic Ability:
Retributive Strike:
A fallen hero gets a last attack at half damage as they fall.
Cut off Retreat:
Heroes with this ability prevent units from fleeing the battlefield. Their retreat has been cut off.
Qasar
Member
posted 05-01-13 03:45 AM
EDT (US)
65 / 68
Hypnotism - leads to degrees of possession of distant target at the cost of defense and/or no move/act until dispelled/hit. Lose 1 turn whether it hits or not. (Think Abe in Abe's Odyssey.)
Hypnotism Level 1 - Forces target to take one swing at random adjacent target before unit takes the rest of its turn. Lasts for x turns or until caster is hit.
Hypnotism Level 2 - Same but 2 swings first, leaving only red movement, etc. Lasts for x turns or until caster is hit.
Penultimate Hypnotism - Full control of the target for X turns or until caster is hit.
Requires line of sight, perhaps, and range might increase with level.
Transmogrification - Unit can add concealment and movement per terrain type. Costs half movement points. For example, druid-types could use transmogrification in forests to become wolf, or in desert to become snake, or on hills to become raven (to cross mountains).
* A hit might cause you to turn back and lose rest of turn.
Douse flame - removes burning.
Ground spark - removes electricity. Target's turn already lost.
Thaw - removes freeze. Target's turn already lost.
* for engineer types, not healers. Has 50% chance to transfer condition to caster for 1 turn. Lower percentage of catching condition as level increases, or adds +1 or +2 hit points at higher levels.
These might also be medium attacks against elementals, or creatures with that particular elemental affinity.
Instead healers should get buffs like:
Barriers - -10% elemental damage. Might add weakness of opposing element as percentage increases with level. These should have limited duration so when to place the barrier becomes important.
Inspiration - +dmg, or +atk, or +def for 1 maybe 2 turns; type dependent on race or archetype.
Penultimate Barriers and Inspirations could be aura-like, placed on caster to add +2 to caster and +1 to adjacent units.
Geomancy - Terrain dictates elemental attack type. Archers with geomancy could add element from terrain to arrows. Infantry might gain +atk, +dmg, or +def based on terrain type and its race/archetype. Geomancy costs -1hp.
you3
Member
posted 06-05-13 01:13 PM
EDT (US)
67 / 68
Friendly Farwell sounds amusing; with large armies it is easy to see having extras but with a small army - it might be more interesting. I guess maybe a last ditch effort to keep some prized troupe from dying. There was a game that used to have soemthing similar - oh yea hum interesting.
UnderratedHero
Member
posted 07-06-13 12:11 PM
EDT (US)
68 / 68
Good idea for demonic-type and summoned units:
Infernal Combustion: Upon death, the unit explodes, rendering it immune to resurrection/reanimation. Fire, physical, death, wall damage to all adjacent units, friendly or hostile. Basically the SM spell 'Corpus Furia' in ability form. Idk how this would work if a unit had the resurgence enchantment, but its an idea.