
October 16th, 2003, 08:54 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: New hero abilities - suggest them all!
Originally posted by Saber Cherry:
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Power Cast: Gives a damage multiplier to the hero's raw damage spells. Starts at +25% damage (before protection is applied).
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precentual increase will be either very big or very small, but static increase would give problems other ways. Hard to balance.
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The Gift: Reduces spell-casting fatigue by a variable percent, starting at 25%. This includes fatigue caused by armor.
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What should be remembered is that some spells are balanced by their fatique cost. This might be too powerful because of this, and on the other way it might not do much more than reinvigoration.
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Chameleon: Gives a unit stealth, and decreases chances of being spotted. Starts at +50% (where chance of being spotted is 1/(base*(1+bonus))).
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Just being stealthy might be big bonus. Imagine ulmish commander, as an assasin... or just a mage, conquering a province and building a lab for Gateway. Maybe this would make stealthy commanders capable to assasinate, though that would be quite powerful depending from the unit.
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Squirreltongue: Adds abilty to scout all adjacent provinces, by talking to small, cute woodland creatures.
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I am starting to think this would be a good ability for all scouts and spies generally. This shouldn't give very much information though, maybe just about the richness (population) of the neighbouring provinces provinces. So no information about armies, and maybe not even resources.
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Divine Faith: Unit becomes sacred, and gains bonus strength, attack, and morale when blessed - initially +2 to each - in addition to magic-pick-based bonuses.
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Baing sacred would be good enough, and being always blessed would be quite good for already sacred units.
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Charisma: Militia flock to this hero for free. Initially he gains +2 militia (spear, cap, shield) per turn, increasing gradually.
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Maybe few free bodyguards, 24/7. Maybe militia, but maybe something more powerful would fir too.
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Heart of Stone: Increases pillaging and patrolling ability. Initially +50% for all units serving under the hero.
Lord of Blood: Incredible taste and smell sensitivity, along with a insatiable desire to drink human blood, allow this hero to harvest blood slaves as though his blood magic level was (initially) 2 higher than actual. So, a non-blood-mage Lord of Blood could also equip a SDR.
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What kind of a hero does something to get an ability like this?
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Treasure Hunter: The hero randomly finds gems and magic items, which are transported to the lab. The chance of this happening each turn is initially 25%, and initially only trinkets and handfuls of gems are found.
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25 % possibility to find a random gem, and maybe 1 % or less for trinkets. Trinkets can be quite useful, even if they wouldn't be worth the cost later in the game. This is just a quess though, I don't know about the usefulness of this.
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Super Luck: Any province containing this commander has its luck scale tip toward +3 luck, at +1 per turn. Also, the hero causes (initially) 50% more events than normal in his province.
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Just giving more luck is enough. Remember, these are not meant to be powerful, but to add favour to the game.
I have some of my own, too:
A familiar for a mage, acting as a free communicant. Black hawk would be fine. This might be too powerful though.
A monster as a bodyguard, or as a unit that can't be removed. If it dies new one might be gotten. Nothing too powerful would be fine, but I can't think of anything suitable right now. Maybe an imp? A spider (riderless)? something like that
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