Ideas: Some new Abilities
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Ideas: Some new Abilities
Just some ability ideas I thought up, feel free to tear 'em up:
Revenge (or Barbed)-Whenever the unit receives a successful hit, the attacker takes an automatic 2 points of damage.
Motivate-At the beginning of the turn, this unit grants all adjacent units one additional move point for this turn.
Putrid-At the beginning of the turn, all enemy units adjacent to this unit receive 2 damage
Frenetic-This unit may attack as many adjacent enemies during your turn as the player wishes.
Revenge (or Barbed)-Whenever the unit receives a successful hit, the attacker takes an automatic 2 points of damage.
Motivate-At the beginning of the turn, this unit grants all adjacent units one additional move point for this turn.
Putrid-At the beginning of the turn, all enemy units adjacent to this unit receive 2 damage
Frenetic-This unit may attack as many adjacent enemies during your turn as the player wishes.
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http://www.wesnoth.org/forum/viewtopic.php?t=2190
BTW "Frenetic" was originally suggested as an alternative to the current "Berserk"; I like Frenetic better.
BTW "Frenetic" was originally suggested as an alternative to the current "Berserk"; I like Frenetic better.
Last edited by Dacyn on September 16th, 2004, 1:07 pm, edited 1 time in total.
Frenetic seems like the only interesting one. I don't like 'automatically dealt damage', and a unit shouldn't be able to damage an enemy when it doesn't accomplish something (like get a hit in).
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Uuuhh...as stated Revenge only deals the damage when the attacker landed the hit. It's intended as a 'reverse drain' of sorts. Likewise Putrid is a 'reverse heal'; it only has equivalent worth if it always deals its damage. Having it only deal a measely 2 damage after first successfully checking against the terrain modifier would be quite lame. Incidentally, afflicting an enemy unit with poison results in 'damage to an enemy when it doesn't accomplish something' during successive turns.turin wrote:Frenetic seems like the only interesting one. I don't like 'automatically dealt damage', and a unit shouldn't be able to damage an enemy when it doesn't accomplish something (like get a hit in).
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Putrid would probably be fine if it didn't stack.
As an alternative, instead of actually doing damage, how about an ability that prevents adjacent units (either only enemy or both enemy and friendly) from being healed? Sort of like an auto-poison that doesnt stick around and doesn't actually do any damage itself.
As an alternative, instead of actually doing damage, how about an ability that prevents adjacent units (either only enemy or both enemy and friendly) from being healed? Sort of like an auto-poison that doesnt stick around and doesn't actually do any damage itself.
I listen to that page. and edit it to tell what i think it wrong with the ideas. and delete the stupidest ones... wait, you didn't read that. *delete*Circon wrote:Yes. And you can talk to God. I'm not sure anyone listens in either case, though...Baltar wrote: You can actually propose new ideas there??
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Wow, turin is God.
Baltar wrote:Revenge only deals the damage when the attacker landed the hit
the point is that the revenger has not had to get a hit in, while the poisoner has.Baltar wrote:afflicting an enemy unit with poison results in 'damage to an enemy when it doesn't accomplish something' during successive turns.
Actually, I think we should make a major distinction here - certain units attack with weapons, others attack with bare parts of their body.Dacyn wrote:Wow, turin is God.
Baltar wrote:Revenge only deals the damage when the attacker landed the hitthe point is that the revenger has not had to get a hit in, while the poisoner has.Baltar wrote:afflicting an enemy unit with poison results in 'damage to an enemy when it doesn't accomplish something' during successive turns.
Now, let's say you are attacking a proverbial spike monster. If you hit him with your fist, like a troll whelp, you're really gonna get hurt. If you hit him with a sword, not much is likely to happen to you.
This ability would be very useful for slime monsters/spike monsters, but should take into account whether the opponent has a weapon, or is attacking with part of their body.
And yes, this means recoding a bunch of WML files. Tough bounce - if we do it, do it right.
I was thinking of a similar ability, called "dark aura" or something, where when a melee attack hit the target, the attacker would be hurt due to some mysterious dark field of energy that would deal 3 or 4 damage per hit. It would be due to proximity to the caster and not physical contact.
It would be defense only. I was thinking that the dark adept, who annoys me by having no close range attack, or defense. Or you could just give it a magic attack that could only be used in defense, and deals minimal damage, say a 1-4 cold magic attack that could only be used in defense.
I do like that "thorned" idea, but it does bring the weapons question that Jertyl so effectively posed. You could rename it "empathy" or something similar and have the defender share half of its's pain with the attacker.
It would be defense only. I was thinking that the dark adept, who annoys me by having no close range attack, or defense. Or you could just give it a magic attack that could only be used in defense, and deals minimal damage, say a 1-4 cold magic attack that could only be used in defense.
I do like that "thorned" idea, but it does bring the weapons question that Jertyl so effectively posed. You could rename it "empathy" or something similar and have the defender share half of its's pain with the attacker.
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Re: Ideas: Some new Abilities
Revenge- could be replaced with "Spiked" where the unit automaticaly does 1[level] damage if it is succesfully attacked in melee, the additional effect cannot plant a kill
putrid- could be replaced with "Shockwave" where the unit automaticaly does 1[level] damage to all adjected units, again the additional effect cannot plant a kill
Frenetic- could be replaced with "Fanatic" would stay the same, but the unit could only attack multiple times if it does and will not move that turn.
I think the others are fine.
putrid- could be replaced with "Shockwave" where the unit automaticaly does 1[level] damage to all adjected units, again the additional effect cannot plant a kill
Frenetic- could be replaced with "Fanatic" would stay the same, but the unit could only attack multiple times if it does and will not move that turn.
I think the others are fine.