All Units require more abilities for more strategic depth.
Just as an example: any unit should be able to postpone their turn until later, so if my Sappers were to go first, I should be able to tell them to wait until the end of the round, so I can react to the enemies movement better. They in turn could just do the same, which is why it is limited to once per round, obviously.
Also, you should only be allowed to use one ability per round, so to stick with the sapper example, if I were to delay my movement/attack till the end of the round, I'd not be allowed to use the "Stakes" ability.
Some abilities should stay unique, for example the "Protect" from Shield of Order or the "Fear no Foe" of Minstrels, etc.
Comments: 10
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17 May, '22
Tasty MergedI posted the following in the discord channel before it was archived and I still stand by it:
"Would like more unit variety and unique passives/abilities. I think higher tier units should have different or stronger passives than lower tier units rather than stacking multiple passives from lower tier units. Guards and Legion should not both have protect with the same level of effect. Legion are bigger and stronger and have more limbs/shields/reach than Guards. Dragons and Crawlers should not both be intimidating with the same level of effect. Dragonfear exists in many fantasy settings, dragons are obviously bigger/stronger/scarier than crawlers, the reputation of dragons precedes them while the reputation of crawlers does not." -
17 May, '22
Lukasz M.Let's see:
Loth:
Seseschal shoul have ability do be incorporeal for one turn. It will grants him a lot of movement points but aditionally he will be more vulnerable to magic/ attacks. Now he can become pure <KAMIKAZE UNIT>
Nercomancer should have ability to heal/ reccurects dead units as a zombie ( they will automatically die after a battle ). So it will be more <SUPPORT UNIT>
Blessed bones should burrow himself ( it will be visible only a gravestone from his back ). Burrowed, he will recive 75% protection from shoting attacks and magic, he can not be attacked by other ground units. When a enemy unit will be close to him, he will automtically unburrow himself, and attact this unit first ( some kind of firts strike for that enemy ). This ability could be used onlt once per battle. Now he will become more <TANK UNIT>
What do you think? :) -
18 May, '22
KloeteeThings like these are what I had in mind, not these specifically, but still. The best part about this is, that anyone can add their own Ideas and the Devs can have a looksies and pick the ones they like the most.
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18 May, '22
E-DragonTotally agree!
It just feels bad if half of your turns just end up doing nothing and combat is still lacking in depth imo. There just aren't enough options yet to make it really interesting.
"Wait" definitely needs to get in there. It's stupid that you need to waste a turn of your fast units, because they are first and instantly rushing towards your enemy is the worst decision you can make.
"Defend" would be a nice addition to tank units, which are kind of suffering from the unit limit.
Anything more would be a welcome bonus to make combat more interesting. -
23 May, '22
Andreas Peter Larsen Mergedthis is why i would like to see 'wait' to become a generic option because thats what it is - its generic and somewhat boring for it just to be a skill.
There are so many more interesting skills that like the ones you suggest that can give both the player and AI more tactical options thus giving the game more depth. -
23 Jun, '22
TheBlasterPastor Admin"More Abilities for Units" (suggested by G.W.P. on 2022-05-17), including upvotes (19) and comments (1), was merged into this suggestion.
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23 Jun, '22
TheBlasterPastor Admin"Make troops more unique in terms of passives/abilities, particularly higher tiers" (suggested by Tasty on 2022-05-17), including upvotes (21) and comments (0), was merged into this suggestion.
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29 Jun, '22
BazukadasI feel that low-tier units should have their own active ability. It does not even need to be a different one altogether, it could just be a weaker form of the ability available when upgraded, it would allow for more strategic depth in the early stages of a game. It would also add nuance if there was some incentive not to upgrade every single troop and instead keep some low-tier in order to keep using their respective abilities, this could even create synergy with other units as well as synergy between higher and lower tier units.
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30 Jun, '22
TinBaneDefinitely, at the moment units with a higher initiative may be at a disadvantage. Biggest examples are fast units like rats. Being able to delay your turn until the end of the combat phase, and then go again at the start of the next gives you an advantage to "going first". Otherwise, initiative is a much bigger bonus to ranged units, compared to melee ones.
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29 Jun
Moderator AdminWe have now released several more active abilities to a lot of the troops!