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Your idea for less generic Heroic bonuses?
Posted: Tue Dec 06, 2011 1:28 am
by manticore
Instead of just having +1, +2, +3 this and that, I thought it would add to the role-playing element if there were less generic traits that make each unit more unique, while not turning them into Superman.
Here are some I thought of :
1. Zeal - the unit doesn't surrender, and fights to the last man
2. Liberator - the unit when takes over cities gets bonus prestige. Like double, maybe?
3. Logistician - the unit supply and ammo limit is increased or their consumption is halved
4. Infiltrator - bypasses city defense like the Pioneer
Posted: Tue Dec 06, 2011 3:09 am
by airbornemongo101
Those sound familiar,,are they from the original PG2?
Posted: Tue Dec 06, 2011 3:43 am
by manticore
That I honestly could not tell you. It's been a few years since I played PG2, but the experience might have left some indelible mark in my head when it comes to heroic traits
Edit :
Having looked up the traits in PG2, you are right that most of the ones I wrote are from PG2
http://strategywiki.org/wiki/Panzer_General_II/Leaders
The only one that is not there seems to be the Zeal one.
Posted: Tue Dec 06, 2011 4:11 am
by airbornemongo101
manticore wrote: but the experience might have left some indelible mark in my head when it comes to heroic traits
Me too

,but PzC is a much better game

w/ excellent devs and awesome support

Posted: Tue Dec 06, 2011 6:53 am
by El_Condoro
'Zeal' is fairly close to the PG2 Resilience leader. I do like the idea of the various characteristics of leaders/heroes but I imagine they would be harder to program.
Posted: Tue Dec 06, 2011 1:26 pm
by Casaubon
I liked the "all weather" ability for pilots in Panzer General IV: Western Aussault
Posted: Tue Dec 06, 2011 3:56 pm
by Rood
Would indeed be harder to program, the way it currently is you can just add the hero bonus to the combat calculation (but apparently not so easy to add to the unit screen

).
Balance would be another issue, some heroes in PG2 would give a Tiger/Panther G an incredible boost (double fire anyone). So in PzC you should only get such a leader as in PG2 once, which would actually detract from the RP element since once a unit has a leader it cannot gain another one.
But I am in favor of some more diversity and that some units can only gain specific traits for example artillery could gain +1 range or +1 to 3 ammo and no spotting or defense stats (which are rather useless).
And probably the modders would like to be able to set a leader aswell.
I guess at some point it will be changed/enhanced etc, for now I'm really happy with PzC and with the DLC's

Posted: Tue Dec 06, 2011 4:49 pm
by DrkCon
Rood wrote:
But I am in favor of some more diversity and that some units can only gain specific traits for example artillery could gain +1 range or +1 to 3 ammo and no spotting or defense stats (which are rather useless).
Hear Hear! I have the spottiest arty in all the land. I dont know why, but I get more +spots more than anything.
Posted: Tue Dec 06, 2011 7:54 pm
by MartyWard
DrkCon wrote:Rood wrote:
But I am in favor of some more diversity and that some units can only gain specific traits for example artillery could gain +1 range or +1 to 3 ammo and no spotting or defense stats (which are rather useless).
Hear Hear! I have the spottiest arty in all the land. I dont know why, but I get more +spots more than anything.
I never understood some of the traits, not that I don't love getting them. How does a person make an artillery piece shoot 33% farther?
Posted: Tue Dec 06, 2011 10:49 pm
by DrkCon
MartyWard wrote:
I never understood some of the traits, not that I don't love getting them. How does a person make an artillery piece shoot 33% farther?
Oleo on his fingers. Helps the rounds slide easier.
lol.. How about..
Inspirer - Leader that offers +1 Init to units in surrounding hexes (Like Mobile Radar Stations)
Intimidator - Subtracts 1 Init from enemy in adjacent hex
Anti-Air..uh.. guy - Adds a [1] to adjacent units
Or a Hero that gives adjacent units the ability to re-supply, regardless of enemies near them.
Or any other "group" type bonus things.
(All weather flying would be very cool - tho, very powerful)
Posted: Tue Dec 06, 2011 11:58 pm
by Kerensky
DrkCon wrote:(All weather flying would be very cool - tho, very powerful)
Yup, and there in lies the problem. As interesting as coming up with new hero abilities is, implementing them without causing harm to good game balance is easier said than done. Anything too good quickly becomes universally preferred, which can spiral into more problems when multiple units each have these bonus talents. (3 overwatch leaders on 2 range tanks anyone?)
On the flip side, watering down abilities just sort of leaves the player wondering 'why bother at all'?
In the end, there's always room for growth and improvement (more types of leaders, multi-national leader support, leader bonus visualizations) and perhaps in the future when the time is right we'll be able to implement these features. And more!

Posted: Wed Dec 07, 2011 12:38 am
by TheGrayMouser
Kerensky wrote:DrkCon wrote:(All weather flying would be very cool - tho, very powerful)
Yup, and there in lies the problem. As interesting as coming up with new hero abilities is, implementing them without causing harm to good game balance is easier said than done. Anything too good quickly becomes universally preferred, which can spiral into more problems when multiple units each have these bonus talents. (3 overwatch leaders on 2 range tanks anyone?)
On the flip side, watering down abilities just sort of leaves the player wondering 'why bother at all'?
In the end, there's always room for growth and improvement (more types of leaders, multi-national leader support, leader bonus visualizations) and perhaps in the future when the time is right we'll be able to implement these features. And more!

Well, how about the concept of "perishable heroes" ? Maybe a small % chance ( moddable in the data files of course) that for every strength point lost by a unit there is x% chance the hero within dies a glorious death..?

Posted: Wed Dec 07, 2011 11:22 am
by rezaf
It'd be cool if an all-weather-flying unit trait would eventually be considered, though.
These units would be able to fly in any weather condition, but would be weaker than their ordinary counterparts.
I'd guess making hero types that bestow bonuses to other units, adjacent or not, would require a lot of work on Rudankort's part, so I'm not sure if these are even a remote possibility in the forseeable future.
Here's a few, most of which aren't to be taken too serious:
"Runaway Train": Enter and leave train transports without delay. (You can embark on a train, move and disembark on the same turn.)
"Mr. Plow": Don't get any movement penalties from snow.
"Eagle Eye": +1 Spotting Range.
"Bandolero": Max ammo doubled.
"Black Sash": If the attack of this unit destroys an enemy, it gains another move and attack.
"Umbrella": An air unit is immune to [-1] AA ground units.
"Bud Spencer": An ordinary unit's attack gains suppression.
"FedEx": Enemies nearby do not hamper the ability to receive supply and/or reinforcements.
"Bad teeth": Enemies will always retreat after being attacked by this unit.
"Eastbound": Double movement on roads.
"Fake mustache": An AA or ART unit gains the ability to seize objectives.
"Freeloader": Gain 5 prestige for any time this unit ends movement on whatever hex. Gain 5 additional prestige on objective tiles.
"Team spirit": The unit always has 10 attacks, regardless of it's actual strength.
"Berlusconi": The unit isn't suspect to ZOC movement limitations.
"Bad bank": Any reinforcements for this unit will be paid with the prestige of the enemy.
"Big brother": +1/+2/+3 additional overstrength capacity.
_____
rezaf
Posted: Wed Dec 07, 2011 4:30 pm
by DrkCon
rezaf wrote:
I'd guess making hero types that bestow bonuses to other units, adjacent or not, would require a lot of work on Rudankort's part, so I'm not sure if these are even a remote possibility in the forseeable future.
Its already in the game with Radar Stations. Should be able to use that no?
Posted: Thu Dec 08, 2011 9:18 am
by _Flin_
rezaf wrote:"Black Sash": If the attack of this unit destroys an enemy, it gains another move and attack.
Broken. Limit to "up to 1 additional attack / turn" is enough
"Bad teeth": Enemies will always retreat after being attacked by this unit.
Broken. Think of the surrender machine...
"Fake mustache": An AA or ART unit gains the ability to seize objectives.
Coffee => nose. Hehe.
"Bad bank": Any reinforcements for this unit will be paid with the prestige of the enemy.
This. is. evil. I like.
Posted: Thu Dec 08, 2011 9:29 am
by airbornemongo101
Hey Rezaf ,,You forgot a couple
"Rick Roll": All enemies surrender immediatly from the horror after being Rick Roll'd:twisted:
"Chuck Norris": The unit He's assigned to becomes invincible

Posted: Thu Dec 08, 2011 10:15 am
by VPaulus
Chuck Norris, I like that.
There's always a Chuck Norris thread.
Posted: Thu Dec 08, 2011 3:50 pm
by DrkCon
Units are assigned to a Chuck Norris!
Other possible skills :
Greater affect on Entrenched units. Either increasing friendly rate of entrenchment, or increasing rate of reduction in enemies attacked by the hero.
Damage stabilizer where a units random number swing is changed to remove or lesen lower outliers.
stealth type ability that reduces range at which the unit is discovered.
River crossing ability. (No 1 turn penalty)
Ability to repair, resupply or entrench an adjacent unit
Posted: Thu Dec 08, 2011 5:13 pm
by Rudankort
Some nice suggestions there, I like them.
