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New Nation: The Monestary of the Way - .com.unity Forums
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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
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Old September 28th, 2009, 02:59 PM

InfStorm InfStorm is offline
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Default Re: New Nation: The Monestary of the Way

Well, I calculated the Def from the robes into my final goal values for the unit/commanders. I'll actually leave the Def values in the armor for another reason.

I've been pondering wether or not to take away the item slots from the commanders (and units) and have decided not to. The reason I have been thinking about removing them was to keep the idea of their training in unarmed combat (or staves/katana), and didn't want them to stray from these options. Doing so, however, takes away from the players options.

So...

I will be making new Fist and Kick values for the Units, which will be marginally better than the normal fist/kick weapons. The reason is that I will shift some of their attack/defence skill into their custom fist/kick attacks (maybe I'll just name it Martial Arts). So, they will be more skilled with their default weapons/armor, but if a player chooses otherwise, they can do so, but will lose some of the attack/defense skill for the magic of the equipment. This will represent their lack of training in said items.

Example: Player want to armor up his Temple Leader.
Their normal Protection is 3 inate +5 Armor, and Defense 17 inate 3 Armor (20 total).
Slap Black Steel Full Plate on them and ...
Protection is 3intate + 22 Armor, and Defense 17 inate -5 Armor (12 total)

How does that sound for making a way to balance their skill with their trained attacks vs giving options for equipping other items?
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