| Idea's for new unit types you'd like to see! | |
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+8Mephy Zee94 RiseKnight Latexlord Hegorn AgentAAA Piktas Rokun 12 posters |
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Rokun
Posts : 37 Join date : 2013-05-26 Location : Classified
| Subject: Idea's for new unit types you'd like to see! Tue Jun 11, 2013 12:17 pm | |
| I know the Dev's have said they're releasing more units including ones labeled "Special", but the more idea's we give them the faster this will come about I think!
For my vote, I'd like to see a war animal type class. Like in wars of the past, animals have been an incredible asset mainly due to the confusion and disruption they cause to the enemy. Here's a few idea's I'm throwing around if this is something you guys are interested in, go ham on it!
Regardless of side, I'd say all animals are immune to fear and thus won't run around or off the map unless ordered to by the player. For the light side:
Dwarves: Warbears - High armor, high endurance, speed to match cav or be close, solid-average attack. Even as a darky I notice how slow most all dwarven units travel, adding a quick unit that can compete against a faster players cav long enough for reinforcements I'm sure would be a very useful addition to this race. On top of that it'd help them against Darks artillery that requires no LOS. Special ability: Maul - % chance of doing extra damage to units and lowering armor value (kinda like UD"s cav but with armor degeneration value)
Humans: Wardogs - Mans best friend is still with him to this day, so why not here!? Light-moderate armor but high endurance, above average speed, strong attack. Humans seem the most versatile, not to overly strong defense or attack wise save for the cannon. A unit that hits hard at the cost of survivability and more useful then the berserker class which is comparable to a weaker version of their LI currently IMO. Special ability: Ferocious Tenacity - basically would allow that if this unit and another allied unit engaged a single target, the target would become "flanked". I believe this would really add something to human players that they didn't have, a good way of quickly and effectively dealing with rogue targets.
Elves: Armored Pegasus - High armor, moderate endurance, equal speed or slightly less to cav, above average attack. Elves are great when it comes to damage dealing but compared to other races "soak" units they severely are lacking. Something to help take that damage would be a well needed bonus, as well as still dish out good damage against an enemy. Special ability: Trample - Ignores base armor of enemy units by X, based on level tiers of Pegasus.
For the Darkies:
Orcs: Wolves/Worgs - Low armor, very high endurance, good speed, strong attack. A counterfeit to the war dogs idea, and ya I didn't reach very far for this one, but in most any game including animals and orcs they always have a powerful canid species with them. Special ability: Eerie Howl - increases nearby friendly units base offensive stats by X.
Demonic Legion: Unholy Aberration - Very high armor, high endurance, average move speed, moderate attack. To me the Legion seems a jack of all trades but ace of none, a unit that would make someone think twice about engaging wrecklessly would offer them more benefit then another "sub-average" unit. Special ability: Terror Unleashed - Lowers engaged enemies melee and str by X, more enemies engaged the more spread out and weaker this ability would be.
UD: Nightmare - high armor, moderate endurance, cav speed or slightly less, high attack. A nice addition to the UD would be something that could soak up damage and provide more of a balancing in-between unit that UD seem to lack atm. Special Ability: Plagued Strikes - engaged units receive a penalty of X to endurance and morale for 30 seconds.
Ya this is lengthy and I don't expect everyone to come up with at least 1 per race, but idea's are welcome! Hopefully the dev's might take a few and apply them for later patches. I had many more idea's for the each of the races alone, but depending on the feedback I'll hold off for now and add some later. | |
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Piktas
Posts : 511 Join date : 2013-05-08 Location : Amber Shores
| Subject: Re: Idea's for new unit types you'd like to see! Tue Jun 11, 2013 1:01 pm | |
| I've seen a lot of players talking about possible war animal types so I'd say that you have a lot of supporters out there regarding this suggestion. | |
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AgentAAA
Posts : 56 Join date : 2013-05-11
| Subject: Re: Idea's for new unit types you'd like to see! Tue Jun 11, 2013 7:29 pm | |
| personally, I'd like to see something assassin-like, a unit that might be invisible so long as it's behind cover. It would add a interesting dynamic to the battlefield. | |
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Hegorn
Posts : 483 Join date : 2013-04-27
| Subject: Re: Idea's for new unit types you'd like to see! Tue Jun 11, 2013 8:43 pm | |
| This thread has a lot of new unit ideas too
http://www.battleconforum.com/t303-more-units-types-required
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Latexlord
Posts : 75 Join date : 2013-05-28
| Subject: Re: Idea's for new unit types you'd like to see! Wed Jun 12, 2013 6:10 am | |
| - AgentAAA wrote:
- personally, I'd like to see something assassin-like, a unit that might be invisible so long as it's behind cover. It would add a interesting dynamic to the battlefield.
No no no no no ! I hate those goddam invisible rogues in WoW ! This is a pure strategic game I don't want to see such an unpredictible feature to be added But some kind of fog of war, like something around a unit that hide other allies... Maybe. You know there is something there... Just not if there is more than the unit who bring the fog | |
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AgentAAA
Posts : 56 Join date : 2013-05-11
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Latexlord
Posts : 75 Join date : 2013-05-28
| Subject: Re: Idea's for new unit types you'd like to see! Wed Jun 12, 2013 6:45 am | |
| But you can start behind cover... And stay there... That would be some kind of lucky positioning in pvp... Maybe that could be balancef if you enter "invisibility" only after 30 or 45 sec after the start of the battle, even if you're "at cover" from the start. | |
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RiseKnight
Posts : 109 Join date : 2013-06-04
| Subject: Re: Idea's for new unit types you'd like to see! Wed Jun 12, 2013 7:12 am | |
| I hope some magic users since we re on fantasy battles | |
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Hegorn
Posts : 483 Join date : 2013-04-27
| Subject: Re: Idea's for new unit types you'd like to see! Wed Jun 12, 2013 9:10 am | |
| I like the Behind LOS == invisible mechanic for a rogue-like unit.
It would have a very similar playstyle to LoL's brush mechanic. Where you dont necessarily know what is around the corner/ in the brush.
It would be a relatively big feature to implement though - and would essentially be the same coding as Fog of War.
Right now it is very likely that every player gets info on every unit on the battlefield no matter what. In order to do any kind of visibility mechanic, there has to be a way to filter which clients are sent which unit information otherwise its easily hackable.
Overall, I think all of it would bundle together for a large update to the game. I think there are a lot of other units that could be introduced first that do not require major system changes like FoW. | |
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Zee94
Posts : 38 Join date : 2013-05-17
| Subject: Re: Idea's for new unit types you'd like to see! Wed Jun 12, 2013 7:15 pm | |
| Dwarves: Gyrocopter
Elves: Eagles
Humans: Dragon
Orc: Wyvern
Undead: Skeletal dragon
Dark Legion: Banshee
Flyers basically that I posted in another thread. | |
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Mephy
Posts : 117 Join date : 2013-05-17
| Subject: Re: Idea's for new unit types you'd like to see! Wed Jun 12, 2013 7:41 pm | |
| - Zee94 wrote:
- Dwarves: Gyrocopter
Elves: Eagles
Humans: Dragon
Orc: Wyvern
Undead: Skeletal dragon
Dark Legion: Banshee
Flyers basically that I posted in another thread. And I'll give the same answer: Dragons for Legion, Phoenix for Humans | |
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Wolfshield
Posts : 39 Join date : 2013-05-18
| Subject: Re: Idea's for new unit types you'd like to see! Wed Jun 12, 2013 8:51 pm | |
| - Mephy wrote:
- Zee94 wrote:
- Dwarves: Gyrocopter
Elves: Eagles
Humans: Dragon
Orc: Wyvern
Undead: Skeletal dragon
Dark Legion: Banshee
Flyers basically that I posted in another thread.
And I'll give the same answer: Dragons for Legion, Phoenix for Humans what about griffons for one of the races, and I think the legion so get some kind of demonic flying unit not dragon. of matter fact I'll really against any race getting dragons. you know huge, strong, and, oh yeah, they breath fire. | |
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Souless
Posts : 282 Join date : 2013-06-04
| Subject: Re: Idea's for new unit types you'd like to see! Wed Jun 12, 2013 9:48 pm | |
| Legion in warhammer has huge demons, abominations, beasts and balrogs, and behemoths | |
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Latexlord
Posts : 75 Join date : 2013-05-28
| Subject: Re: Idea's for new unit types you'd like to see! Wed Jun 12, 2013 11:49 pm | |
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powpow
Posts : 7 Join date : 2013-06-07
| Subject: Re: Idea's for new unit types you'd like to see! Thu Jun 13, 2013 6:01 am | |
| Hey about the new unit, i have this idea. We will use LI or archers most of the time, cause of that 35% rule so why not use this to our advantage...
Lets add a new type role for LI and archers, the player can choose it's role by changing them at the barrack only. For example on LI: 1) If the player choose the LI as a shield + sword unit, it will become an unit with defensive capabilities with more armor due to shield, but less attack power 2) If the player choose the LI as a pike / spear unit, it will become an unit with capability of dealing more damage to cavalry unit, but less damage to other infantry unit 3) LI as a sword unit, it will become an unit with capability of dealing more damage to other infantry, but less damage to cavalry unit 4) LI as a dagger unit, it will become an unit with backstab capability, dealing more damage if attacking from the rear or flank only 5) LI as a two handed weapon unit, it will become an unit with more attack power but less armor
This new role will NOT BASED on the weapon on the equipment slot, so the weapon slot equips will just add bonus stats to the unit itself. But this new role will be based on the ROLE button that the player can change ONLY at the barrack.
On archer unit, maybe the role option limited to longbow, shortbow, or crossbow. The bonus for : 1) Longbow maybe longest attack distance but also slower attack speed, 2) Shortbow will be shorter attack distance but fastest attack speed, 3) Crossbow will be shortest attack distance and slowest attack speed but more armor piercing.
With that new role option (can ONLY change at barrack), the player can use more tactical option when fighting at the battlefield. So they will not get bored from using the same LIs or archers unit every time, cause now they can change their 35% unit's role into an unit that can fit their strategies on the battlefield. | |
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Mephy
Posts : 117 Join date : 2013-05-17
| Subject: Re: Idea's for new unit types you'd like to see! Sun Jun 16, 2013 9:24 am | |
| Heh, just thought something to add here. All these units have a unit count of 1 and a high amount of HP. This is actually just a bunch of abilities ideas/suggestions, organized by races. The thematics here is of course a Hero unit, that can inspire its allies on the battlefield, but can also be a great fighter.
- Human: General (Cavalry). Abilities:
1. [Commander] Allied units across the map have slightly increased morale. 2. [Inspiration] Allied units nearby the general can't lose morale (thus unbreakable). 3. [Fallen Idol] When the general dies or flee, allied units across the map suffer morale loss and allied units nearby the general may get Fear.
- Elf: Elven Hero (Bow Cavalry). Abilities:
1. [Lead by Example] Nearby ranged units have slightly increased missile. 2. [Easy Target] This unit gets extra Missile when shooting against targets with speed<15. 3. [Ammunition] For balance purposes (range+speed), this unit have maximum ammunition to prevent extreme kite strategies.
- Dwarf: Griffon Rider (Cavalry? 25-30 speed). Abilities:
1. [CHARGE!] Nearby allied units have slightly increased speed. 2. [Flying] This unit can travel through terrain (but not fight while inside of it). 3. [Bird of Prey] The first roll upon impact have at least 1 damage granted.
- Dark Legion: Dark Lord (Heavy Infantry). Abilities:
1. [Blood Leadership] Casualties inflicted by this unit also slightly increase morale of nearby units. 2. [Stun] After inflicting casualties, enemies hit may have increased reaction (slower attacks). 3. [Dread Presence] Nearby enemies units slowly lose morale.
- Undead: Spectral Rider (Cavalry). Abilities:
1. [March of the Dead] Nearby allied units have slightly increased melee. 2. [Ethereal Form] After getting in a certain range from any enemy, this unit gets invisible for a small amount of time or until it collides with an enemy. 3. [Ghost Flickering] Small chance to avoid damage received, and instead reduces the attacker's morale.
- Orc: Tribal Warlord (Heavy Infantry). Abilities
1. [United Tribes] Casualties inflicted by this unit temporarily increases strength of nearby allied units. 2. [Brute Force] After X rolls, the next will ignore its target's armor and endurance. 3. [Deep Impact] Melee damage from this unit may splash enemies near its target.
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Hegorn
Posts : 483 Join date : 2013-04-27
| Subject: Re: Idea's for new unit types you'd like to see! Sun Jun 16, 2013 11:09 am | |
| Some nice ideas there.
A lot of those abilities/mechanics feel like what Heroes should have - or Champion Units. It makes the Heroes we have now feel like mere captains or sergeants even. | |
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Wolfshield
Posts : 39 Join date : 2013-05-18
| Subject: Re: Idea's for new unit types you'd like to see! Sun Jun 16, 2013 2:03 pm | |
| Why are humans the only one who got negative ability that doesn't seem to do any balancing out... at least the elves missile cav unit ammo thing is to stop from becoming a kite super unit. instead how about all these "command" unit have either have one negative ability or one ability negative and positive. or just change the human hero ability to something like to these two things
Glory of the empire- when one of your units take out a enemy unit they gain a quick boost of combat stats ( would make a excellent counter for undead massing huge but weak armies)
duelist/champion/chivalry ( hasn't decide on a name)- this unit receives a bonus when fighting against other command units. | |
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Mephy
Posts : 117 Join date : 2013-05-17
| Subject: Re: Idea's for new unit types you'd like to see! Sun Jun 16, 2013 2:14 pm | |
| - Wolfshield wrote:
- Why are humans the only one who got negative ability that doesn't seem to do any balancing out... at least the elves missile cav unit ammo thing is to stop from becoming a kite super unit. instead how about all these "command" unit have either have one negative ability or one ability negative and positive.
Because it makes sense and his other abilities pays-off. It would be a high-risk high-reward unit. No other unit affects the entire map, and his "nearby aura" was much more stronger than others (unbreakable instead of "slightly more speed/missile/melee"). If the [flavorful] ability is removed, the others need to be tone down. And personally, he seems the strongest unit, with DL being the second. | |
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Wolfshield
Posts : 39 Join date : 2013-05-18
| Subject: Re: Idea's for new unit types you'd like to see! Mon Jun 17, 2013 9:44 pm | |
| we been asking for a lot special units like flyers,casters, and command units, but what about more basic units. here a few simple ideas
a "defender unit"- a more heavily armored version of our basic heavies this unit type will have high survival chances, but will lack speed and/or attack abilities. opposite to our current light assault units really. will also have the unbreakable ability.
short range archer units- having less range then our current units, these archers are design for when you can't have range needed for our current archers types. faster attack with shorter ranges and/or lower hit chance. pretty much these guys will be the machine gunners to our "rifle man".
"physiological warfare unit"- these guys are all about the intimidation, acting to terrified enemy forces before, and/or during combat.so have low combat ability on their own, a support unit that is to be use with other units.
this just a quick brainstorm | |
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Savvage
Posts : 297 Join date : 2013-06-05 Location : Rosario, Philippines
| Subject: Re: Idea's for new unit types you'd like to see! Tue Jun 18, 2013 2:25 am | |
| They're too strong, overpowered. Fine, make new units, not just too strong that in a fight Light Infantry will deal little damage to that unit. LI should be the base strength, in between the strongest and the weakest units. | |
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Mephy
Posts : 117 Join date : 2013-05-17
| Subject: Re: Idea's for new unit types you'd like to see! Tue Jun 18, 2013 10:41 am | |
| - Savvageopress wrote:
- They're too strong, overpowered. Fine, make new units, not just too strong that in a fight Light Infantry will deal little damage to that unit. LI should be the base strength, in between the strongest and the weakest units.
Except that LI has the LOWEST AP RATING of all units. You argument has no fundament. How do you expect a 60 AP unit to take down a 200 AP unit? And how can you call something overpowered if you don't even know their base stats? | |
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Souless
Posts : 282 Join date : 2013-06-04
| Subject: Re: Idea's for new unit types you'd like to see! Tue Jun 18, 2013 9:29 pm | |
| I only hope dark legion will have their huge and tall Greater Demons with high HP because there is not a single unit with decent hp in this race... | |
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