ability - multi hex berserk
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ability - multi hex berserk
one of the ideas... in games like Heroes of M nad M are some special creatures with ability to hit multiple units, such a hydra.
what about adding a unit with devastating attack for multiple hexes?
an unit with attack for example 20-1, what damages anyone in the 6 hexes around this unit.
after attack (axe, so blade attack) all of the units will repeat that attack with their melee attack.
So... an example...
playing as knalga, a player will sent this unit between some of the elven units. for example fighter, hero and shaman. fighter and hero has been hitted by dwarven attack, and losed some of their life. all units than attacked the dwarven unit what cannot reply.
good idea?
what about adding a unit with devastating attack for multiple hexes?
an unit with attack for example 20-1, what damages anyone in the 6 hexes around this unit.
after attack (axe, so blade attack) all of the units will repeat that attack with their melee attack.
So... an example...
playing as knalga, a player will sent this unit between some of the elven units. for example fighter, hero and shaman. fighter and hero has been hitted by dwarven attack, and losed some of their life. all units than attacked the dwarven unit what cannot reply.
good idea?
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Re: ability - multi hex berserk
It looks to me that there is something like a consensus that these are bad special abilities for units to have.
I wonder, though: maybe it would be a good thing for some monster units? It could really crank up the "uh-oh" factor when you encounter these beasts in campaigns.... One could devise a game mechanic where monsters with our all new gigantic trait can attack in succession as many neighbouring units as they please.
Adding the beserk special to some of those sea monsters with swarm attacks might be good for the same sort of reason...
I wonder, though: maybe it would be a good thing for some monster units? It could really crank up the "uh-oh" factor when you encounter these beasts in campaigns.... One could devise a game mechanic where monsters with our all new gigantic trait can attack in succession as many neighbouring units as they please.
Adding the beserk special to some of those sea monsters with swarm attacks might be good for the same sort of reason...
Re: ability - multi hex berserk
No. If it's not an FPI then it should be. Do some forum searches.Elven wrote:good idea?
Re: ability - multi hex berserk
I think it'd be pretty easy to throw in an ability that sets attacks_left to 6 at the start of every turn...mowerpower wrote:I wonder, though: maybe it would be a good thing for some monster units? It could really crank up the "uh-oh" factor when you encounter these beasts in campaigns.... One could devise a game mechanic where monsters with our all new gigantic trait can attack in succession as many neighbouring units as they please.
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Re: ability - multi hex berserk
Then what stops it from attacking the same unit 6 times?AI wrote:I think it'd be pretty easy to throw in an ability that sets attacks_left to 6 at the start of every turn...mowerpower wrote:I wonder, though: maybe it would be a good thing for some monster units? It could really crank up the "uh-oh" factor when you encounter these beasts in campaigns.... One could devise a game mechanic where monsters with our all new gigantic trait can attack in succession as many neighbouring units as they please.
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Re: ability - multi hex berserk
...its berserker ability?Aethaeryn wrote:Then what stops it from attacking the same unit 6 times?
EDIT: I see now that the OP mentions nothing of the attacks of the unit actually having the berserker special.
Sum: Bad, bad idea for mainline, probably easy to implement for UMC.
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Re: ability - multi hex berserk
Hurray for WML.
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Re: ability - multi hex berserk
You could also implement this as an inverted healer... I have often thought about that.
Like a curse that decreases the health of all around.
But anyway, there are soooo much possibilities... best would be that campain-maintainers can create such stuff for their campains for some cool creeps.
-> WML
Like a curse that decreases the health of all around.
But anyway, there are soooo much possibilities... best would be that campain-maintainers can create such stuff for their campains for some cool creeps.
-> WML
I don't see any problems with an elf-woman hitting somebody with a mace...
Re: ability - multi hex berserk
Now that's something I'm actually kind of surprised no one has at least attempted.mameluke wrote:You could also implement this as an inverted healer... I have often thought about that.
Like a curse that decreases the health of all around.
The problem is healing takes place at the beginning of the turn, so it couldn't move then attack...
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Re: ability - multi hex berserk
Sounds like a good way to force enemies to either get away or kill him though...
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Re: ability - multi hex berserk
This ability smacks of being too powerful to use. The only way I could possibly see it used is 1) If the berserkers hitting percentage for this attack is reduced to half of normal and 2) No matter what, the berserk creature/being using it is "fatigued" to the point of having only 1 hp after utilizing it.
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Re: ability - multi hex berserk
.
Last edited by kshinji on November 9th, 2010, 12:43 am, edited 1 time in total.
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Re: ability - multi hex berserk
Can this already be done? (Zookeeper, Mist, anyone with good WML knowledge?)
If so, I have something to remind people:
If it's intended for a monster, it doesn't matter how overpowered it is. Don't let that factor into an arguement. Because Campaigns aren't balanced like MP is. Campaigns are balanced through win objectives, turns, gold, and things like that. It's balanced by the campaign author as he sees fit, and they have a ton of options, besides limiting the abilities the units get.
This is ideas, so play with the idea, discuss it, don't just discount something because it won't make its way into main-line MP units. The point is to have a ton of options open to campaign designers, because for them it's about flavor and story, not strict factional balance ... ...
re:coming up with a way to give a unit more than one attack per turn (rather than a multihex attack). If you had 6 heads, why wouldn't you attack just one person to wipe them out? I would. Just because it has the option of hitting more than one unit doesn't mean it has to. I actually think that that would be a much better way to depict a multi-headed monster than a simple mult-hex attack.
re: inverse healing. I agree, I remember it being brought up awhile ago, and considered an interesting idea at the time.
If so, I have something to remind people:
If it's intended for a monster, it doesn't matter how overpowered it is. Don't let that factor into an arguement. Because Campaigns aren't balanced like MP is. Campaigns are balanced through win objectives, turns, gold, and things like that. It's balanced by the campaign author as he sees fit, and they have a ton of options, besides limiting the abilities the units get.
This is ideas, so play with the idea, discuss it, don't just discount something because it won't make its way into main-line MP units. The point is to have a ton of options open to campaign designers, because for them it's about flavor and story, not strict factional balance ... ...
re:coming up with a way to give a unit more than one attack per turn (rather than a multihex attack). If you had 6 heads, why wouldn't you attack just one person to wipe them out? I would. Just because it has the option of hitting more than one unit doesn't mean it has to. I actually think that that would be a much better way to depict a multi-headed monster than a simple mult-hex attack.
re: inverse healing. I agree, I remember it being brought up awhile ago, and considered an interesting idea at the time.
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this goes for they're/their/there as well
this goes for they're/their/there as well
Re: ability - multi hex berserk
If you have an after_attack (or whatever it's called) event where you store and then unstore the attacking unit, it can attack again.
(Learned from writing a scenario where you're not supposed to get XP from killing a certain level 0 unit. My plan was to store the unit that got the kill, take away 4 XP, then unstore them. When I implemented it, I found that they ended up 1) not getting the XP from the fight, so they got -4 XP total, and 2) they could attack again afterwards, so if a unit was surrounded by these level 0s it could kill all six of them.)
(Learned from writing a scenario where you're not supposed to get XP from killing a certain level 0 unit. My plan was to store the unit that got the kill, take away 4 XP, then unstore them. When I implemented it, I found that they ended up 1) not getting the XP from the fight, so they got -4 XP total, and 2) they could attack again afterwards, so if a unit was surrounded by these level 0s it could kill all six of them.)
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Re: ability - multi hex berserk
Below: "Harm -8" (damages enemies by up to 8 HP (can't kill them)) and "Restore +4" (heals self and friendly undead by up to 4HP)
Code: Select all
#define ABILITY_UNDEAD_HEAL
[heals]
value=4
affect_allies=yes
id=Undead_Heal1
name=_"restores +4"
description=_"Restores +4:
This unit, through knowledge of the very essence of life and death itself, is able to prolong the unnatural life of itself and those around it.
Undead units in the vicinity of this sorcerer may heal up to 4 HP per turn."
affect_self=yes
poison=cured
[affect_adjacent]
adjacent=n,ne,se,s,sw,nw
[filter]
race=undead
[/filter]
[/affect_adjacent]
[/heals]
[heals]
value=-8
affect_allies=no
affect_self=no
affect_enemies=yes
id=Undead_Heal2
name=_"harm -8"
description=_"Harm -8:
This unit, by channeling the dark energies through living units around it, is able to cause great pain to them,
Living units in the vicinity of this sorcerer will take up to 8 HP damage per turn."
[affect_adjacent]
adjacent=n,ne,se,s,sw,nw
[/affect_adjacent]
[/heals]
#enddef