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-   -   New Heroic Abilities (http://forum.shrapnelgames.com/showthread.php?t=31345)

paradoxharbinger October 26th, 2006 03:26 PM

Re: New Heroic Abilities
 
Whirlwind would not necessarily give extra action points, that would mean someone could run across the field real fast which was not what i intended. and the combo you mentioned for the second isn't possible because you can only get one heroic ability, right?

Endoperez October 26th, 2006 03:29 PM

Re: New Heroic Abilities
 
I know that the second is impossible. I just noted that it's two existing abilities rolled into one. It could be a better combination, as just high Attack is rarely enough to make a mediocre commander useful.

Gandalf Parker October 26th, 2006 03:40 PM

Re: New Heroic Abilities
 
Quote:

Endoperez said:
Quote:

Gandalf Parker said:
Logisitics Officer
movement is cut but so is the supplies cost of the army

Careful Commander
Combat rating is lowered but so is chances of afflictions or diseases

Scavenger
inceased chance of recovering items after a battle

Combat Mage
all magic paths increase by one during combat (like that shield)

Logistics officer: I'd suggest supply bonus 150, increases by 50, and increased leadership.

Careful commander: in addition to that, add Standard effect. Too weak. Something else should be added.

Scavenger - he's too easy to screw over. If he has items, he can't find more. If he doens't, your enemies will send in Daggers of the Damned etc.

Combat Mage: very powerful from the very beginning. It can't scale. It doesn't add encumberance as the Crystal Shield or fatique as casting Power of the Spheres. Perhaps it'd start with an encumberance penalty that slowly goes down?

Logistics Officer:
Good suggestions

Careful Commander:
I dont think they all have to be fantastic. It would useful for specific uses and a nice balance to so many great ones.

Scavenger:
I would immeadiately remove his items and use him this way. As for screwed by enemies I guess that would be a possibility in MP games if they knew you had him. (in MP games)

Combat Mage:
I did think it was abit powerful. But better than just raising his magic. It makes him a combat mage, and therfore a target of your enemies. But he could use some scaling I agree.

upstreamedge October 26th, 2006 03:42 PM

Re: New Heroic Abilities
 
Legendary Beauty- gives the seduce ability and awe 2

Leif_- October 26th, 2006 03:47 PM

Re: New Heroic Abilities
 
Quote:

Gandalf Parker said:
Combat Mage:
I did think it was abit powerful. But better than just raising his magic. It makes him a combat mage, and therfore a target of your enemies. But he could use some scaling I agree.

Couldn't you just give him improved magical penetration instead?

<b>Heroic Drunkard</b> -- bonus to hitpoints, morale and strength. Penalties to precision and attack. Resistant to afflictions (as drunkards never get seriously hurt, don'tcha know?), resistance to cold ("Just a little something to keep warm with") and poison (Iron liver.) Vulnerable to fire (on cause of the fumes.)

Agrajag October 26th, 2006 04:22 PM

Re: New Heroic Abilities
 
Quote:

paradoxharbinger said:
Whirlwind
number of attacks doubled attacks, attack skill halved

Wow, this sounds like the single worst heroic ability.
Going from Attack-10 to Attack-5 against and enemy with Defence-10 means your chance to hit drops from 46% to 14%, much worse than the x2 number of attacks.
(Just as a comparison the chance of one attack at 46% is 46%, the chance of hitting at all with two attacks at 14% each is merely ~26%)

Unless ofcourse I misunderstood you http://forum.shrapnelgames.com/images/smilies/happy.gif

paradoxharbinger October 26th, 2006 06:04 PM

Re: New Heroic Abilities
 
hmm, forgot about those tables. now that i've actually looked at them, how about double atacks, attack skill -10% (-1 with base 10), with an increasing bonus as the hero remains on the HoF

Etaoin Shrdlu October 28th, 2006 01:51 AM

Re: New Heroic Abilities
 
Before the thread's forgotten:
Magically Tuned: All leadership gains due to added experience stars goes instead to magic leadership-- even if the commander didn't have any to begin with. In addition, may uncover magic sites he "shouldn't" have been able to, chance of this scales.
Living Right: Loses 4 HP, but gains Luck and ages at half speed. (Alt: aging slows to half as scaling factor)

Leif_- October 28th, 2006 02:10 AM

Re: New Heroic Abilities
 
<b>Dominions addict</b> Gains extra experience, but loses action points.

(Was fooling around with a Pangea game, and an early attack on an undead province put three of my dryads in the hall of fame. Two of them gained Unequaled Obesity. That was a strange mental image; I guess that's what they mean with 'vuluptuous'.)

bananafish October 28th, 2006 04:45 PM

Re: New Heroic Abilities
 
fast talker -
-gain randomly awe or fear (fascinated w/ their speeches or afraid of getting their ear talked off)...
-doubles number of spells that can be cast/turn
-leadership halved (no one can understand what they're saying)

medic -
-ability to heal other units

cruel surgeon -
-sacrifice one unit to heal all battle afflictions of any unit, research +5


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