Log In
Name:
Pass:
Online Members (0)
No members are currently online.
Current Interguild Time:
Thu Mar 28 2024 6:54 am
Member Chat Box  [click here to enlarge]
Recent Posts and Comments
« Forum Index < The Other Games Board

DroidFreak36
[?] Karma: 0 | Quote - Link
Wednesday, September 13 2017, 2:25 am EST
HATPC Reborn Dev

Age: 30
Karma: 200
Posts: 491
Gender: Male
Location: droidfreak36.com
pm | email
I've been doing a bit of theorycrafting regarding Ground's races. None of this is final (In particular, I will tweak the races if they are not balanced with respect to each other), but this represents the first iteration of these mechanics, and I'll most likely be implementing them like this at first. So here goes:

    Cogs:

Unique race mechanics:
(1) Immobility - Some of the Cog units will be immobile, as I've discussed previously.
(2) Defenseless - Cog ranged units won't counterattack, making them weaker when on the defensive

Support unit mechanics:
(1) Pull - Cog support units have a pull ability that can pull an allied or enemy unit towards themselves. This can be used to reposition the immobile Cog units or to pull enemy units out of position
(2) Active repair - Cog support units have a repair ability which they can use to repair a single unit, using up their turn

NOTE: If it seems like the Cogs are getting screwed over by these mechanics, that's because these mechanics are intended to balance out the Cogs' powerful stats and units. They are designed to be powerful, but less flexible in order to balance out that power.

    Paladins:

Unique race mechanics:
(1) Mana - The Paladin mage units have a mana resource that regenerates over time and is consumed by their abilities. Mages can use their turn to transfuse some of their mana into an adjacent mage unit, allowing a group of mages to power up a single mage.
(2) Self-heal - Paladin units will have the ability to consume their turn to self-heal, like units in UniWar.

Support unit mechanics:
(1) Shield - The Paladin support mage will have the ability to project a barrier that blocks incoming ranged attacks. While projecting this shield, the mage is immobile and cannot attack or self-heal as it must channel the ability, but there is no limit to the shield's duration as long as the unit has mana. Mana is consumed at a steady rate each turn and every time the shield blocks damage.
(2) Enhanced self-heal - Paladin support mages multiply the effectiveness of adjacent units' self heal, like support units in UniWar do.

    Bogeys:

Unique race mechanics:
(1) Relentless - Bogey units don't lose any attack power when wounded, unlike units from other races. If you're familiar with Battle for Wesnoth, units from other races have the equivalent of the "Swarm" mechanic in Wesnoth (like all UniWar units do) but Bogeys don't.
(2) Passive heal - Bogey units heal for a small amount every turn regardless of whether they moved or attacked. (Like the Zerg regeneration in Starcraft)

Support unit mechanics:
(1) Stun - The Bogey support unit has the ability to stun all enemies in an AoE for a short duration. This is an active ability with a cooldown.
(2) Enhanced passive heal - Bogey support units multiply the passive healing of adjacent Bogey units.


That's it for now. Let me know what you think of these mechanics and if you have any ideas for other mechanics that might be good to implement.

By the way, in case you haven't been following my updates I've been making some progress on Ground development. Here's a screenshot of the newest version:

The game now tracks zones, including each team's owned ground, and there are actual teams. I'm posting updates on https://discord.gg/4Hc6PUx.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page

« Forum Index < The Other Games Board

In order to post in the forums, you must be logged into your account.
Click here to login.

© 2024 The Interguild | About & Links | Contact: [email protected]
All games copyrighted to their respective owners.