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 Regions, weather, environment, terrain effects on battlfield (only idea)

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Juggernaut

Juggernaut


Posts : 306
Join date : 2013-05-05
Age : 26
Location : Inferno Castle

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PostSubject: Regions, weather, environment, terrain effects on battlfield (only idea)   Regions, weather, environment, terrain effects on battlfield (only idea) I_icon_minitimeSat Aug 16, 2014 10:52 am

Yep this is another large post. There I suggest various kind of terrain types and their effects to add more tactical to the game and don´t get bored of the always green grass.

Terrain that affect DL positively:

Desert effects:

-Fatigue: all units except CAV, UD and DL LIA suffer a small penalty to their strength, movement and reaction

-Quick sand: This is a passable terrain but is you pass trough it there is a chance of some of your units get swallowed by the sand and morale will be lose for having casualties, faster and small units (CAV) have much lower chance of getting swallowed by the terrain, iron fort have higher chance but can use overboost to cross trough it without problems, HI for being slow, heavy and of high size will be the unit that higher chance of being swallowed have (these quick sand spots will be placed randomly in the map like obstacles and will be able to see in the minimap so people should try avoid they)

-Desert assassins clan: Dolophons (DL LIA) receive a boost to their melee, strength and morale and don´t suffer the fatigue because they are adapted to the terrain extreme conditions.

Random effects:

- Sand storm: This effect have a small chance to happen (that mean that this will not happen every time you enter a desert region) all units except CAV and dolophons receive a big penalty to their line of sight and hardly can spot enemies at far distances, arty and ranged range is reduced.

Volcanic regions:

Effects:

-Extreme conditions: all race units except DL receive a penalty to their endurance and take extra damage from all sources.

-Lava flows: like quicksand there will be passable hot places in the volcano but they will slowly burn and damage your troops to the death so try keep your units especially HI away from there.

Random effects:

-Eruption: There is a small chance that the volcano do an eruption during the battle, lava stones will be trowed landing randomly trough the map hurting units, the power and AOE of these stones will be like the dark arty attacks.

-Lava flow: (during eruption): Suddenly fissures will be opened randomly in the map and will start launching lava, units close these lava flows will receive damage over time to the death is they don´t go away from there.

-Earthquake: (have chance to cause an eruption): earthquakes will not damage units but will stun they and greatly reduce their movement for a while, is a earthquake happen there is a chance of getting an eruption as well

Terrain that boost elves.

Forest, effects:

-Forest trees: there will be lots of trees around the map hindering ranged attacks and the movement speed of all units is slightly reduced, except elven LIA (CAV will receive a great penalty to their movement in these kind of maps especially iron forts)

-Forest guardians: like dolophons in the desert, shadow guards receive a bonus to their strength, melee and morale when fighting in forests.

-Traps: Hunters forgive their traps in the forest, some traps may stun your units for a while like nets. and other like bear traps will stun and deal damage to the unit that pass trough it, and some traps will be hidden holes with spikes placed randomly in forest and some units will fall in the spike trap is they pass trough them, (CAV will be the most hurt unit from traps with the exception the iron fort that will be immune to the traps but will get really slowed by the forest terrain)

-Snakes and bee swarms: Is your units pass trough snakes swarms they will be bited and poisoned the poison have a chance of kill an unit or only weaken it (the chance of survive is determined by the unit endurance), CAV and UD is immune to snakes, bee swarms will not kill your units but will reduce their morale and weaken they and very possible make they flee and create panic and havoc in your lines for a while making units be vulnerable, UD, CAV and warsmiths are immune to bee swarms.

Sacred land:

Divine protection: Way keepers and Royal Guards will receive a morale, endurance and armor boost dues to the blessed protection.

Sacred land: UD will receive seriously penalties to their morale, strength, endurance and reaction while fighting in these in sacred lands.

Holy blessing: Light units will be slightly healed over time

These just where a few terrains to show my idea, I don´t write more because it will make the post so large and after a few replies I will add the orc,dwarf,UD,human terrains want know your opinion constructive criticism is open.

But a important note, I suggest 2 ways to make appear these special terrains in the battlefield.

1. Totally random terrain can appear with it effects, but when attacking regions near the capital, terrains that boost that capital faction will appear more often.

2. Place they in map, for example is a hexe is in a desert region in the map every time a player attack that region will be always a desert, but this may ruin the tactical complexity I wanted add to the battlefield and can be exploited to win pvps
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Vmomo




Posts : 74
Join date : 2014-01-01
Location : France

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PostSubject: Re: Regions, weather, environment, terrain effects on battlfield (only idea)   Regions, weather, environment, terrain effects on battlfield (only idea) I_icon_minitimeSun Aug 17, 2014 7:08 am

One aera = + melee, + strength and + morale ? It's too much... With one stat only it seems a good idea, if all races can have an advantage.
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Ulfriden

Ulfriden


Posts : 126
Join date : 2013-08-30
Location : Venice, Italy

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PostSubject: Re: Regions, weather, environment, terrain effects on battlfield (only idea)   Regions, weather, environment, terrain effects on battlfield (only idea) I_icon_minitimeSun Aug 17, 2014 7:55 am

+1 mate

i love the idea to add different scenarios and different environments

Lot of work but a deep improvement
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Juggernaut

Juggernaut


Posts : 306
Join date : 2013-05-05
Age : 26
Location : Inferno Castle

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PostSubject: Re: Regions, weather, environment, terrain effects on battlfield (only idea)   Regions, weather, environment, terrain effects on battlfield (only idea) I_icon_minitimeSun Aug 17, 2014 11:16 am

Vmomo wrote:
One aera = + melee, + strength and + morale ? It's too much... With one stat only it seems a good idea, if all races can have an advantage.

The boost will be only to a single unit, for example in desert only the dolophons receive the bonus but all units even of the same race don´t, and anyway a special region appearing can be totally random so you don´t know in what terrain are you going to fight, and another thing is that for example a DL and a human can fight in a forest and because no one is elven nobody receive the bonus (and by the way is a elven fight in a forest without shadow guards he/she will not receive any bonus Razz)
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Tops




Posts : 186
Join date : 2013-05-12
Age : 27
Location : USA

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PostSubject: Re: Regions, weather, environment, terrain effects on battlfield (only idea)   Regions, weather, environment, terrain effects on battlfield (only idea) I_icon_minitimeSun Aug 17, 2014 12:34 pm

Seems like it makes it more up to pure luck to win in some of these terrains, as your race may face serious disadvantages while the others gain boosts. Also there are huge boosts to Dark Legion in the sand terrain which is already a big no-no. Giving one race huge boosts while also heavily penalizing others essentially ruins any form of competition in that terrain.

In general I disagree with the idea of penalizing entire races for something they can't control. If you want to offer boosts in some terrain and nerfs in others, they should be applied to the same unit type (LI, LIA, Cav, HI, Arti, Archers) across all races or this could turn bad very quickly.
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Juggernaut

Juggernaut


Posts : 306
Join date : 2013-05-05
Age : 26
Location : Inferno Castle

Regions, weather, environment, terrain effects on battlfield (only idea) Empty
PostSubject: Re: Regions, weather, environment, terrain effects on battlfield (only idea)   Regions, weather, environment, terrain effects on battlfield (only idea) I_icon_minitimeSun Aug 17, 2014 1:19 pm

Tops wrote:
Seems like it makes it more up to pure luck to win in some of these terrains, as your race may face serious disadvantages while the others gain boosts. Also there are huge boosts to Dark Legion in the sand terrain which is already a big no-no. Giving one race huge boosts while also heavily penalizing others essentially ruins any form of competition in that terrain.

In general I disagree with the idea of penalizing entire races for something they can't control. If you want to offer boosts in some terrain and nerfs in others, they should be applied to the same unit type (LI, LIA, Cav, HI, Arti, Archers) across all races or this could turn bad very quickly.

First again: regions will be totally random so is a player is enough lucky he may get a terrain that benefit him/her units, with the desert is strange but one of the units more beneficial are UD because for logic they are immune to fatigue (but I nerfed they bad in sacred land terrains Razz) other thing is that in desert CAV is inmune to the fatigue debuff, and only DL LIA use the bonus, all other DL units (demons,HI,ranged,arty???) will receive the desert penalties too
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Juggernaut

Juggernaut


Posts : 306
Join date : 2013-05-05
Age : 26
Location : Inferno Castle

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PostSubject: Re: Regions, weather, environment, terrain effects on battlfield (only idea)   Regions, weather, environment, terrain effects on battlfield (only idea) I_icon_minitimeSun Aug 17, 2014 2:11 pm

Ok now that I get some inspiration I will give the terrains for UD and for humans

UD terrains:

Marsh effects:

-Swamp: this will be a passable terrain randomly placed in map like quicksand and lava flows, all units walking trough this water will receive a penalty to their strength, movement and reaction until they exit, archers will receive a penalty to their missile/reaction/range and strength is they shoot while staying in water, arty can´t shoot inside water (for obvious reasons), iron fort and arty will have lots of trouble to pass trough this terrain because they will have higher movement penalties for being mechanical units.

-Snakes/Alligators: Snakes will have the same effect described in forest (I think arty should be immune to snakes/bees and poison effect too, forget that is a mechanical unit lol), and alligators will be neutral units and they will engage in combat any unit passing very near of they, HI won´t suffer much damage and will kill they fast but archers/arty are very weak in melee so alligators may hurt archers/arty bad is they got engaged (a strategy can be shoot alligators with archers to prevent they bother you but is you shoot an alligator it will react and start moving towards you).

Random effects (remember that these should a small chance to happen not will always happen every time you enter these kind of regions)

-Acid rain: This don´t damage units but slightly reduce their endurance and armor I think -5, and will turn swamp water into poisoned water, and arty will have problems to shoot, so their missile reaction will be reduced (only reaction not power or accuracy)

-Poisoned swamp (only while acid rain): same effect as a normal swamp water but all swamp water will turn into poison water and have a chance of cause the poison effect (same as the snakes) while crossing trough this water only UD, iron fort and arty is immune to poison effect, is you stay much time in a poison swamp more chance of getting poisoned you will have and larger will be the poison duration.

Graveyard effects:

Creepy place and death pestilence: All units except UD and level 9 human HI will receive a small penalty to their morale when fighting in graveyards and terror/fear abilities are more effective.

Cursed land: UD will receive a bonus to their morale and reaction while fighting in graveyards.

Random effects:

Arms from the underworld: Like quick sand, suddenly arms from the ground can appear and will slow down and probably pull units to the underground, pulled units will be killed and the units will lose morale for casualties only UD and CAV are immune to this effect.

Raise Undead: suddenly small groups of skeleton warriors can emerge from the underground and attack any unit that pass close except UD units. (is there are only UD playing this effect won´t happen for example 1 UD pvping against other UD)

Human terrains:

Snowland or iceland effects:

-Freezing: all units with the exception of barbarians will receive a small penalty to their str and movement.

-Fragile Ice: These will be passable obstacles but units passing trough there have a chance of slip (especially fast mover "CAV") and heavy units can break the ice and fall in the cold water (especially arty and HI) units that fall in cold water will get a freezing debuff and is they stay here will receive the same penalties that the swamp water effect, this will not kill they is they exit fast from the water but the freezing effect will reduce their melee, strength movement and reaction for a while, only arty and iron fort are immune to freeze effect but they will take forever to exit from cold water and arty can´t shoot while in water.

-Warriors from north: Barbarians (human LIA) will receive a bonus to their morale melee and strength while fighting in icelands and will don´t receive the freezing penalty because they are adapted to the weather conditions.

Random effects:

Snow storm: Freezing effects are stronger and this will reduce greatly the units vision (like the sand storm) except CAV and barbarians this effect can cause a Hailstorm and archers will have penalties to their missile and range, and arty will have great penalties to their missile range and missile reaction

Hailstorm (can happen during snow storm): Hard ice stones falls from sky, units won´t get hurt or killed but their endurance, melee and morale will receive a small penalty from this effect only HI, iron fort and arty is immune to this effect.

Castle effects:

Fortress/towers: ranged units and arty can be settled in these obstacles to receive a bonus to their missile, missile strength and missile reaction and they receive a protection against ranged attacks but melee units can enter these obstacles and kill they and arty attacks can take down these obstacles.

Firm ground: all units speed is increased especially arty and CAV.

Emperor guardians: human LI and HI receive a bonus to their melee, endurance and morale.

Random effects:

Reinforcements: Small and weak groups of civilian LI and ranged can suddenly appears and ambush dark forces (is there are only ligthies playing in this terrain reinforcements will attack dwarves and elves, is there are only humans figthing this effect won´t happen)
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Boboknack

Boboknack


Posts : 375
Join date : 2014-02-09
Location : Denmark

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PostSubject: Re: Regions, weather, environment, terrain effects on battlfield (only idea)   Regions, weather, environment, terrain effects on battlfield (only idea) I_icon_minitimeSun Aug 17, 2014 2:44 pm

Juggernaut wrote:
Yep this is another large post. There I suggest various kind of terrain types and their effects to add more tactical to the game and don´t get bored of the always green grass.

Terrain that affect DL positively:

Desert effects:

-Fatigue: all units except CAV, UD and DL LIA suffer a small penalty to their strength, movement and reaction

-Quick sand: This is a passable terrain but is you pass trough it there is a chance of some of your units get swallowed by the sand and morale will be lose for having casualties, faster and small units (CAV) have much lower chance of getting swallowed by the terrain, iron fort have higher chance but can use overboost to cross trough it without problems, HI for being slow, heavy and of high size will be the unit that higher chance of being swallowed have (these quick sand spots will be placed randomly in the map like obstacles and will be able to see in the minimap so people should try avoid they)

-Desert assassins clan: Dolophons (DL LIA) receive a boost to their melee, strength and morale and don´t suffer the fatigue because they are adapted to the terrain extreme conditions.

Random effects:

- Sand storm: This effect have a small chance to happen (that mean that this will not happen every time you enter a desert region) all units except CAV and dolophons receive a big penalty to their line of sight and hardly can spot enemies at far distances, arty and ranged range is reduced.

Volcanic regions:

Effects:

-Extreme conditions: all race units except DL receive a penalty to their endurance and take extra damage from all sources.

-Lava flows: like quicksand there will be passable hot places in the volcano but they will slowly burn and damage your troops to the death so try keep your units especially HI away from there.

Random effects:

-Eruption: There is a small chance that the volcano do an eruption during the battle, lava stones will be trowed landing randomly trough the map hurting units, the power and AOE of these stones will be like the dark arty attacks.

-Lava flow: (during eruption): Suddenly fissures will be opened randomly in the map and will start launching lava, units close these lava flows will receive damage over time to the death is they don´t go away from there.

-Earthquake: (have chance to cause an eruption): earthquakes will not damage units but will stun they and greatly reduce their movement for a while, is a earthquake happen there is a chance of getting an eruption as well

Terrain that boost elves.

Forest, effects:

-Forest trees: there will be lots of trees around the map hindering ranged attacks and the movement speed of all units is slightly reduced, except elven LIA (CAV will receive a great penalty to their movement in these kind of maps especially iron forts)

-Forest guardians: like dolophons in the desert, shadow guards receive a bonus to their strength, melee and morale when fighting in forests.

-Traps: Hunters forgive their traps in the forest, some traps may stun your units for a while like nets. and other like bear traps will stun and deal damage to the unit that pass trough it, and some traps will be hidden holes with spikes placed randomly in forest and some units will fall in the spike trap is they pass trough them, (CAV will be the most hurt unit from traps with the exception the iron fort that will be immune to the traps but will get really slowed by the forest terrain)

-Snakes and bee swarms: Is your units pass trough snakes swarms they will be bited and poisoned the poison have a chance of kill an unit or only weaken it (the chance of survive is determined by the unit endurance), CAV and UD is immune to snakes, bee swarms will not kill your units but will reduce their morale and weaken they and very possible make they flee and create panic and havoc in your lines for a while making units be vulnerable, UD, CAV and warsmiths are immune to bee swarms.

Sacred land:

Divine protection: Way keepers and Royal Guards will receive a morale, endurance and armor boost dues to the blessed protection.

Sacred land: UD will receive seriously penalties to their morale, strength, endurance and reaction while fighting in these in sacred lands.

Holy blessing: Light units will be slightly healed over time

These just where a few terrains to show my idea, I don´t write more because it will make the post so large and after a few replies I will add the orc,dwarf,UD,human terrains want know your opinion constructive criticism is open.

But a important note, I suggest 2 ways to make appear these special terrains in the battlefield.

1. Totally random terrain can appear with it effects, but when attacking regions near the capital, terrains that boost that capital faction will appear more often.

2. Place they in map, for example is a hexe is in a desert region in the map every time a player attack that region will be always a desert, but this may ruin the tactical complexity I wanted add to the battlefield and can be exploited to win pvps

The chance of seeing this in BC I'd say is around 0 %.

The "dev team" have promoted Kingdoms age on global chat more than once, that game is surely their focus now and in the days to come!(But some new maps with different terrain would be nice!)

+1 king 
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PostSubject: Re: Regions, weather, environment, terrain effects on battlfield (only idea)   Regions, weather, environment, terrain effects on battlfield (only idea) I_icon_minitime

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