Behemoth's Lair

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Beltion
2000-06-28 09:31:15


Stances...
as it is now, we have one "stance" the defensive stance (ads to D)

I'd like more stances.

Agressive Stance:

Attacks first enemy to come withing it's reach/Fires at first enemy in full damage range.
Melee attacks would of course be retaliated in normal fashion. And the Agressive unit would attack before the mover does.


Healing Stance:

As the name states, the unit forfits its turn in order to heal its wounds. It could perhaps heal 10 - 20% of the missing HP.
DumB
2000-07-06 17:35:31


Okay, I just figured out what you should call it
the "protective" stance for defending a creature...
an "aggressive" stance would do more like what I described, but I would revise that, you could do this instead of waiting...

I will expalin...
w/ wait, you, well, wait until the unit comes up again...
but w/ agressive, the unit will be on a "vigil", and will attack anything that gets within its movement range(of course, it will be retaliated, but this would be useful for say cerberi :ţ), thus ending its turn

I'm thinking, though, that maybe there should be another stance that increases "attack", as you sugested, as well... maybe a "battle rage" type of thing?

and crap, I forgot my other idea...
I'll remember later hopefully :ţ
(this is the price for listening to loud music while thinking) oh well....



Beltion
2000-07-06 17:39:55


that sounds good.
protective stance.


And units hit by units in agressive stance would loose their remaining movement.



And as for the Battle Rage thing... I'm thinking a mini-frenzy... loose 20% of your D and get +10% A. Or perhaps a small chance of not getting retaliated.
DumB
2000-07-06 17:48:13


That sounds better...
sometimes I'm not all there ;ţ

balance is a good thing... *fades away and is unresponsive*

Beltion
2000-07-06 17:50:17


*picks up a stick from the ground
and starts pokin'*

Hmmm... no response, fascinating.
DumB
2000-07-06 18:07:07


*groans*
*and incoherently babbles about the battle rage needing to be called "fierce"...
promtly passes out and vanishes...*
Beltion
2000-07-06 18:16:29


hmpf!
vanishing like that!
Behemoth the Barbarian
2000-06-28 21:01:27


As much as I like the Healing stance....
I don't like the aggressive... it's like Berserk.
Beltion
2000-06-29 08:36:10


It's nothing like Berz...
and the unit only attack enemies. This would be the stance you put your dwarves on when they are defending the Grand Elves.
DumB
2000-06-29 19:39:36


Let's see here...
I've thought along these lines a little myself...(nothing concrete enough to post though :ţ)

anyway, a comment on the "aggressive" stance...
I would think that it would simply increase attack, not override the oppents attack as well...

*but*, if you insist on the latter, here's how it should be done

it takes a full turn to enter the stance, then you stay in it for the next one, then it wears off...
(this means that you "waste" a turn, *but* in the next turn, that unit has the opportunity to attack first, twice[once when the enemy gets within range, yes this means movement range, and once when it's his turn naturally, the catch being that, if movement was used to utilize the stance, you can't move again])

balance my friend, it's the only way to control gameplay enough, at least from a programming standpoint...

Behemoth the Barbarian
2000-06-29 21:21:22


Hmmm...
It's just something like enhanced "wait" option IMO. How about sth like decreasing units defense and increasing its attack twice the value of the def decrease (for 1 turn)?
Beltion
2000-06-30 04:13:16


no, no, no...
Infantry wouldn't move, just attack the unit that comes within their attack range. Not movement range.

What you'd do is trade your movement and first attack for the option to guard a ranged unit or somth.

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