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actionjack
Promising
Famous Hero
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posted December 30, 2006 04:51 AM |
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Whats wrong the a hog?
anyhow.. here is somewhat a better picture of what I am thinking..
(the sketches were done in light pencil, and the scanner is not a very good one, so it might be still a bit hard to see)
Anyhow... its pretty much a armored barrel with two arms, with the "hand" part being a join-connected "scoop", and run on 4 wheels. A rider can ride inside, controling this mech.
The throwing of stone or cannon ball will be done where the arm are pull to the back, loaded with the projetile, and fling in a foward motion (power by the counter weight at the back). Another function would be when it get melee, it will pull its arm foward and bend in, and attack in a punching motion.
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baklava
Honorable
Legendary Hero
Mostly harmless
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posted December 30, 2006 11:32 AM |
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Yes, I see what you're thinking... But it would still be similar to catapults... Well, it would be ok anyway. We just need a better pic of that... I'll try to think up of something
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted December 30, 2006 06:37 PM |
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another hero option would be an engineer (change the upgrade for technian to mechanic). they would be able to access an engineers guild and create all soughts of new weapons, from pigeons bombs to wind-up howlitzers.
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Love, Laugh, Learn, Live.
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Ma_trix
Adventuring Hero
Carpe Diem
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posted December 30, 2006 06:52 PM |
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I think that bixie's idea of racial is pretty nice (if i understood it properly). I think it could be some kind of ability giving acces to workshop where you would be able to create mini-artifacts (i know that it looks as a copy of Academy, but read it all) that would give your creatures new abilities (not increasing statistics). For example new potions (spells?) to technician/scientist, strike and return ability to gyrocopter, more mana(?) for battle tank for casting fireballs, poisoning for spiders/scarabs. What do you think bout it?
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted December 30, 2006 07:08 PM |
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thats basically what i'm saying...
however, they don't come cheap. so they will be very expensive and also it will take a week to get a new one.
as well as all the stuff you've mentioned.
Quote: For example new potions (spells?) to technician/scientist, strike and return ability to gyrocopter, more mana(?) for battle tank for casting fireballs, poisoning for spiders/scarabs
you will also get chances to hide more powerful attacks in and onto creatures. for example:
in: the engineer hides a rocket battery (high level one) in a stack of clockwork spiders. the player can choose whether they launch the rockets or attack with the spiders.
onto: the engineer hides a pigeon bomb onto a stack of peasants. the engineer then chooses whether they unleash the bombs in that turn or another one.
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Love, Laugh, Learn, Live.
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Ma_trix
Adventuring Hero
Carpe Diem
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posted December 30, 2006 07:15 PM |
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I disagree with long time of preparation - it's totally out-of-sense. Why? Because abilities that are the best for gameplay are these working fast - would you have time in MP game to prepare super-mega-weapon? Yeah, surely - at the beginning. But then you wont have enough resources. And when you'll have them you won't have time. It may be a bit expensive but surely not taking long time.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted December 30, 2006 07:23 PM |
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i was more thinking about it in a practical view. ispiration doesn't come daily, nor does hand craftmanship.
i also would have though that gnomes would be a bit more wacky, so not stone throwers... PIG ROCKETTERS!!!!! (pigs with small rockets strapped to their backs) i got the idea of gnomes that they were peasant inventors, using what would be considered junk and turning it into brilliant inventions. of course, they have animals as well to help them out, as they don't believe in laws against cruelty to animals.
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Love, Laugh, Learn, Live.
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actionjack
Promising
Famous Hero
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posted December 30, 2006 07:35 PM |
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Engineering (I think it might be a good word for it) seem interesting.
It certainly is not too far fetch for them to improve upon their machines, such as adding extra plates, or extra cannon, or differnt type of Ammo, etc.
It might be a bit too much like artifacts, but as side, if the change is in the ablity and attack, and not stats, than it should be okie.
In going with this idea... my version would be....
In the Workshop, you can develop several Blue Prints. It could be an upgrade for a creature, or new hero ablity/mechanics. It could even have a mini-development-tree, where some of the more advance skill need to the reqirement of other. Development time would take 1 day (but some would need more steps, which could take more than 1 days) It would treated like the town is building a building.
For creature upgrade, I think it should be more specific, so some could be upgrade for all mechanic type (like extra plating) while some could be just for one creature (like longer arm for the stone thrower). Also could have upgrade that add extra ablity to them.
I think such upgrade could be done in field or in town. In Field, it would depend on Hero's ablity, as well as cost more gold and material (and maybe even need to take a day off). In town, could cost lot cheapter, especially with a Garage buildidng build.
For Heor's ablity (or toy), like Pigeon Bomb, would be build in town or on field (again, vary in cost). Could be treated as an item, which means need to equip like Artifacts, and be use up with each use. (but you could have it in stack)
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted December 30, 2006 07:41 PM |
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action jack, you have read my mind, that is exactly how it goes.
Baklava, what do you think of mine... and actionjacks, engineering?
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Love, Laugh, Learn, Live.
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Ma_trix
Adventuring Hero
Carpe Diem
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posted December 30, 2006 07:48 PM |
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Great idea with Workshop building! The skill-tree sounds great for me.
We can create a list of abilities that could be given to every creature and lists of specific (i think completely alternative) abilities for certain units.
Abilities accessible for every unit:
-armoured (i think it's nice one - all of constructs may be upgraded with kinda shields or stronger material which would prevent from dropping on defence)
- elemental improvement on attack (you could choose on your skill tree one of opposite elemnentals like ice OR fire AND earth OR lightning to use them for improving ammo type by adding effects to attack or increasing damage)
What else could you propose for universal abilities?
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted December 30, 2006 08:00 PM |
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apart from pigeon bombs?
um... clockwork blades (improves close combat attacks)
repeater guns (allows shooters to shoot twice in a turn)
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Love, Laugh, Learn, Live.
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Ma_trix
Adventuring Hero
Carpe Diem
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posted December 30, 2006 08:03 PM |
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Maybe clockwork blades could give Wounding ability instead of just increasing attack? What do you think about "scope - no range penalty" for shooters? Or "pocket black hole - teleporting"?
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted December 30, 2006 08:21 PM |
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ok, more imaginative names for the same purpose.
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Love, Laugh, Learn, Live.
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Ma_trix
Adventuring Hero
Carpe Diem
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posted December 30, 2006 08:28 PM |
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Ok, we know (moreless) WHAT coulb be given by this ability (what kind of equipments could be bought). But now there should be some restrictions for it because it may lead to creature that shoots two times, has no ranged penalty, has wounding, additional damage, no meele penalty, thunderclap effect and is armoured I think that there should be restriction for having up to hmm 3 (?) equipments for one creature.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted December 30, 2006 08:31 PM |
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i think of having it by level is a good alternative.
lvl1: 3
2: 3
3: 2
4: 2
5: 1
6: 1
7: 0
balances it out a bit more
____________
Love, Laugh, Learn, Live.
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Ma_trix
Adventuring Hero
Carpe Diem
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posted December 30, 2006 08:36 PM |
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I disagree but not totally I think that 7th level unit should have at least one possible equipment! IMHO balancing should be more in issue of cost rather than in accesability. The higher level creature the more equiping it costs. If it would be connected also in topic of accessability for levels i'd rather prefer:
lvl 1 - 3
lvl 2 - 3
lvl 3 - 3
lvl 4 - 2
lvl 5 - 2
lvl 6 - 2
lvl 7 - 1
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KnightDougal
Bad-mannered
Famous Hero
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posted December 30, 2006 09:52 PM |
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I think Steam Tanks and engines houd have this ability: CAn Attack Archer Towers, Walls and Gates too
If you are ready with stats (attack, defend, hiptoints, damage, speed, inactivite, weekly growt) you shoud post a growt, hitpoint and damage test to my Battle Test topic.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted December 31, 2006 12:01 AM |
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Quote:
If you are ready with stats (attack, defend, hiptoints, damage, speed, inactivite, weekly growt) you shoud post a growt, hitpoint and damage test to my Battle Test topic.
i think we are still bouncing ideas off, at the moment.
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Love, Laugh, Learn, Live.
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actionjack
Promising
Famous Hero
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posted December 31, 2006 12:14 AM |
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On the Blueprint Development tree topic...
I guess it depend on how advance of system the dev would make it. Could be a sample, 1 to 1 upgrade, or something more "branching".
I would say 3 type of such upgrades...
-Hero Active Ablity (things a hero could use while in battle or on map, like Gyro Blades, or Sticky Bombs.. etc)
-General Creature Upgrade (universal upgrade to the mechanic creatures, like Advance Plating, Spike Armor, etc)
-Specific Creature Upgrade (upgrades that would only effect one creature, giving them a added stats or ablity. Like a Ram for Steam Tank would be an example)
-Technology Advance (Not really any additonal effect, but is requirment on further advances. Also use to add additional time for more advance upgrades)
And a 3 Main branch of "expirment) could be:
1) Metallurgy (better and more crafty use of metals)
2) Alchemistry (Mixing of differnt chemical for differnt effect)
3) Engineering (things like gears and polly)
Anyhow.. some possible example of the BluePrints could be...
-Advance Armor Plate: Allow all mechanic creature to upgrade with advance armor plate, giving them +X extra Def.
-Spike Plates: Allow all mechanic creature to upgrade with advance armor plate, giving them X more damge of retilation. Req. Advance Armor Plate.
-"Boom Dust" lv1...3: Study of Boom Dust. (gun powder). No other effect, but have 33% chance of failur in development.
-Explosvie Gernade: Allow Gnome Heroes and Engineer troops to make and throw explosive Gernade (damage of 2x2 sq). Req Boom Dust lv 1.
-Flaming Oil Flask: Allow Gnome Heroes and Engineer troops to make and throw Flaming Oil Flask (damage of 2x2, and act like firewall that last for while).
-Tar Balloon: Allow Gnome Heroes and Engineer troops to make and throw Tar Balloon (damage of 3x1, slow down creature that walk into it).
-Clock Work Gears lv1...3: Study of Gears. No other effect.
-Power Punch: Upgrade Stone Thrower with no melee penality ablity. Req. Clock Work Gear lv 2.
-Windeup Wheels: Allow all mechanic creature to upgrade with extra movement speed. Req. Clock Work Gear lv 3.
and so on...
Development of a blue print will also cost some gold and material, and in some case, not a 100% success.
(of course, those are only examples... and still need further development to flush out, and better match with the creatures and hero abality)
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Ma_trix
Adventuring Hero
Carpe Diem
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posted December 31, 2006 12:35 AM |
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@actionjack
It's nice with some points i wouldn't agree with:
- "advanced armour plate" - this is thing i would like to avoid - NOT increasing defence/attack n so on because it would make it very similar to artificer. IMHO "advanced armour plate" should give f.ex. Armoured ability to all your mechanical units or give a possibility to buy special armour as an equipment for a unit (in this case it would be connected with bixie's/mine limits of equipments per level of unit).
- chance of failure - nah, i think it isn't good idea - it makes creating strategy not even harder but almost impossible due to unpredictability of failures. I think that balancing in workshop's inventions should be done mainly in costs or requirements not in probablity of failure.
Maybe good idea for creating statistics of Lab's units would be to create them WEAK and allow player to invent things in workshop and use his inventions on upgrading them in his own way? For example: this mechanical dragon could have something like 150 HP and one could buy an invention giving additional 50% of health. It's just an idea for now What do you think?
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