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October 26th, 2006, 03:26 PM
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Sergeant
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Join Date: May 2004
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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?
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October 26th, 2006, 03:29 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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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.
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October 26th, 2006, 03:40 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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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)
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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?
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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.
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October 26th, 2006, 03:42 PM
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Corporal
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Join Date: Oct 2006
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Re: New Heroic Abilities
Legendary Beauty- gives the seduce ability and awe 2
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October 26th, 2006, 03:47 PM
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Sergeant
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Join Date: Sep 2003
Location: Norway
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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.
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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.)
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"Freefall, my old nemesis! All I have to do is activate my compressed gas rocket boots and I will cheat you once again! Belt control ON!…On?" [i]Othar Trygvasson[i]
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October 26th, 2006, 04:22 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
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Re: New Heroic Abilities
Quote:
paradoxharbinger said:
Whirlwind
number of attacks doubled attacks, attack skill halved
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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
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I'm in the IDF. (So any new reply by me is a very rare event.)
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October 26th, 2006, 06:04 PM
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Sergeant
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Join Date: May 2004
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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
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October 28th, 2006, 01:51 AM
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Corporal
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Join Date: Mar 2004
Location: Seattle WA
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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)
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It's just a dogma-eat-dogma world...
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October 28th, 2006, 02:10 AM
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Sergeant
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Join Date: Sep 2003
Location: Norway
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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'.)
__________________
"Freefall, my old nemesis! All I have to do is activate my compressed gas rocket boots and I will cheat you once again! Belt control ON!…On?" [i]Othar Trygvasson[i]
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October 28th, 2006, 04:45 PM
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Private
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Join Date: Apr 2004
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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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