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October 16th, 2003, 08:08 PM
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Major General
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New hero abilities - suggest them all!
Power Cast: Gives a damage multiplier to the hero's raw damage spells. Starts at +25% damage (before protection is applied).
The Gift: Reduces spell-casting fatigue by a variable percent, starting at 25%. This includes fatigue caused by armor.
Chameleon: Gives a unit stealth, and decreases chances of being spotted. Starts at +50% (where chance of being spotted is 1/(base*(1+bonus))).
Squirreltongue: Adds abilty to scout all adjacent provinces, by talking to small, cute woodland creatures. Higher heroic level increases accuracy. In addition, the hero will be accompanied at all times by a squirrel bodyguard (low stats, but awe+6 because it's so darn cute).
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.
Charisma: Militia flock to this hero for free. Initially he gains +2 militia (spear, cap, shield) per turn, increasing gradually.
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.
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.
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. Also, of course, he gets permanent Luck.
-Cherry
P.S. Suggest some more!
[ October 16, 2003, 19:23: Message edited by: Saber Cherry ]
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October 16th, 2003, 08:14 PM
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Lieutenant General
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Re: New hero abilities - suggest them all!
Hmmmmmm, lets see...
Few are overpowered(unless there is a very small chance to get the heroic ability), few need renaming and few are OK.
Oh wait, this was about suggesting your ideas...
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October 16th, 2003, 08:54 PM
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National Security Advisor
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Re: New hero abilities - suggest them all!
Originally posted by Saber Cherry:
Quote:
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.
Quote:
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.
Quote:
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.
Quote:
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.
Quote:
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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October 16th, 2003, 08:56 PM
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BANNED USER
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Re: New hero abilities - suggest them all!
I would post ideas, but I am almost sure that IW don't need ideas like this.
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October 16th, 2003, 09:02 PM
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Major General
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Re: New hero abilities - suggest them all!
Quote:
Originally posted by Mortifer:
I would post ideas, but I am almost sure that IW don't need ideas like this.
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That's OK, post them anyway. Even if IW doesn't read them, I will 
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October 16th, 2003, 09:04 PM
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Lieutenant General
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Re: New hero abilities - suggest them all!
Quote:
Originally posted by Saber Cherry:
quote: Originally posted by Mortifer:
I would post ideas, but I am almost sure that IW don't need ideas like this.
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That's OK, post them anyway. Even if IW doesn't read them, I will That's the additude, SHARE YOUR...ideas with us.
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October 16th, 2003, 09:09 PM
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Re: New hero abilities - suggest them all!
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October 16th, 2003, 09:16 PM
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Major General
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Re: New hero abilities - suggest them all!
Godlike Endurance: Sought out by women near and far, this hero grants a +25% (initially) growth rate to whatever province he inhabits.
Olympian: Incredible athletic skills allow this hero to swim across a body of water, and move 1 additional province per turn on the strategic map. He may not bring other units (unless they are flying).
Blood of the Gods: Any hit that damages this hero will bring down a lightning bolt somewhere on the map. This could be good or bad, so be careful...
Master Architect: Reduced cost and increased speed of construction (buildings only). Initial bonus is +25%. Turns to build a fort are ceiling(base/(1+bonus)) and cost is also ceiling(base/(1+bonus)).
Weaponsmaster: Troops under this hero gain +3 additional experience per turn initially.
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October 16th, 2003, 09:21 PM
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Second Lieutenant
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Re: New hero abilities - suggest them all!
Quote:
Originally posted by Saber Cherry:
Godlike Endurance: Sought out by women near and far, this hero grants a +25% (initially) growth rate to whatever province he inhabits.
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Now this is something for which they should really risk their necks in battles. 
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October 16th, 2003, 09:22 PM
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Lieutenant General
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Re: New hero abilities - suggest them all!
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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