Heroes -some possible ideas for consideration
Posted: Sun Jan 15, 2012 3:35 am
I am new to FoG, and haven't a clue about modding, but would offer as consideration some of the following possibilities. Could heroes be done so that they are associated with a unit, like a commander, and have a radius of effect, a type of effect, and a magnitude of effect? It would seem that this would allow for "fine tuning" for balance and costing purposes.
So one hero might have a stronger effect over the units directly adjacent, while another has a lesser effect over a larger radius.
Abilities could be effect on unit basis, such as
leadership - some percentage off chance of disruption or fragmentation. Perhaps even rout prevention, although attrition could still destroy the unit and loss of the hero would trigger a morale type check for all within the radius
attack - percentage addition to attacks
defense - percentage addition to defense
firepower - percentage addition to damage, or same damage at longer range, or same damage and range but larger arc
rally - increased chance of routed units recovering
disruption - decreased combat ability of opponents within radius
discord - greater chance of disruption, fragmentation or rout of opponents within radius
movement - increase in movement hexes
earthcraft - movement with no penalty in bad going terrain
depending on the magic used in the game, hero might either convey a decrease in effect if hit with spell, decrease of a chance of being hit with a spell, or immunity form a certain type of spell
depending on the types of monsters / armies, might have greater effect on / protection from certain types - clerical hero vs undead, ranger hero vs beastmen, etc.
JJ
So one hero might have a stronger effect over the units directly adjacent, while another has a lesser effect over a larger radius.
Abilities could be effect on unit basis, such as
leadership - some percentage off chance of disruption or fragmentation. Perhaps even rout prevention, although attrition could still destroy the unit and loss of the hero would trigger a morale type check for all within the radius
attack - percentage addition to attacks
defense - percentage addition to defense
firepower - percentage addition to damage, or same damage at longer range, or same damage and range but larger arc
rally - increased chance of routed units recovering
disruption - decreased combat ability of opponents within radius
discord - greater chance of disruption, fragmentation or rout of opponents within radius
movement - increase in movement hexes
earthcraft - movement with no penalty in bad going terrain
depending on the magic used in the game, hero might either convey a decrease in effect if hit with spell, decrease of a chance of being hit with a spell, or immunity form a certain type of spell
depending on the types of monsters / armies, might have greater effect on / protection from certain types - clerical hero vs undead, ranger hero vs beastmen, etc.
JJ