| Forum : Suggestion Box
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| Author | Topic : Cleric units |
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iznogoud Joined 23/11/2004 Posts : 139
| Posted : Sunday, 17 April 2005 - 19:56 I've made this observation, while regarding another topic.
It was about HP, and it was explained that it was the health of "a" particular soldier before he died (1st soldier from the line before it passed onto the 2nd, and so on).
While thinking about this, and since i don't know IF an injured soldier can be healed.
In the case that he can't, why not a "cleric" unit, by saying so i mean, a full fighting unit, that has the ability of "repairing" the HP level of the surrounding units + giving perhaps a bonus regarding HP, like commandeers for example. |
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Disturbedyang Joined 27/01/2003 Posts : 241
| Posted : Monday, 18 April 2005 - 05:11 I did found this look alike some of the strategy games nowadays but seriusly it would be not that useful. So if it were really to be implemented,let it be low priority and instead i would suggest you to bug req to finish the new version. 
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iznogoud Joined 23/11/2004 Posts : 139
| Posted : Monday, 18 April 2005 - 05:59 disturb ur right, it's a very low level priority.
And it would have "only" importance, IF instead of "1 versus 1", it's how i see the actual "damage" system and how it explains the HP health and where a medical unit is in reality NOT needed, was a "formation versus formation" system, THEN it would be helpful.
Where there are cohesion and/or moral factors involved also.
Besides disturb, i'm just making suggestion to be "evaluated" by the other players, to see IF they could bring anything extra to the game.
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Disturbedyang Joined 27/01/2003 Posts : 241
| Posted : Monday, 18 April 2005 - 09:31 yeap...it was a good thing to have ideas,but apparently now those ideas are kinda "not gonna be used anytime soon" so,what i would say is that lets keep it for now... and seriusly..go bug req...plzz...haha
 make him update this game more often
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ColonelCrockett Joined 21/10/2003 Posts : 48
| Posted : Monday, 18 April 2005 - 10:28 I agree that the "cleric" unit idea is flawed but what about an hp extending tech? (i.e. instead of 24 hp for every unit of a militia the whole army would have 30 total) This tech and other altering techs could become the basis of a new building. (perhaps the medieval "alchemist" style building?) |
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blood monger Joined 18/09/2004 Posts : 66
| Posted : Monday, 18 April 2005 - 10:35 although flaws have been seen with this idea it is a good one and the healing units if they ever come into action should be based on monks for they fought in medival times and were seen as a religous healing figure |
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ColonelCrockett Joined 21/10/2003 Posts : 48
| Posted : Monday, 18 April 2005 - 10:43 An image of Friar Tuck just popped into my head LOL |
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VonDodenburg Joined 20/11/2003 Posts : 34
| Posted : Monday, 18 April 2005 - 15:10 This idea has merit. Something like Age of Empires? How about using Commandeers? This could be an added tech to that unit, and make them more valuable. |
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ColonelCrockett Joined 21/10/2003 Posts : 48
| Posted : Monday, 18 April 2005 - 15:28 actually adding this tech to commandeers isn't really worth much. The "cost" of the effect would be most likely linked with BP% and so commandeers will lose too many BP with this effect to be worth the economic costs. You could calculate the cost of new troops and you would probably save more costs by simply training new armies or adding to the existing one rather than purchasing a new tech for commandeers. (I don't know but it seems to go against everything I know about commandeers to have them the "healers" of the community) |
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iznogoud Joined 23/11/2004 Posts : 139
| Posted : Monday, 18 April 2005 - 19:45 i like the idea of an "upgrade" tech on commandeers from VonDodenburg, it would be a nice idea |
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BloodBaron666 Joined 1/04/2003 Posts : 375
| Posted : Sunday, 24 April 2005 - 18:07 I like the comm idea, but instead of healing (which is impractical in this game) they could offer a def bonus to go along with their att bonus (after researching the appropriate tech).
In fact, now that I think of it, I could see it being very interesting if there were comm upgrades available, for raising both def and att bounuses. They would still be vulnerable targets, but they could concevibly increase the strength of your armies greatly (as a real commander would). Something along the lines of 'better comm training' alowing them to further increase troop moral; providing, say, a +1 att bonus every four troops instead of five for one tech, adding a +1 def bonus per 5 troops with another, and so forth.
Obviously it would all have to be worked out so the game would remain ballanced, but I think it would add an interesting demension to the game, or at the very least force players to reconsider how they use and deal with comms. As it stands not many players make good use of the comm bonus' after the early game. |
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Ghengis Khan Joined 24/03/2003 Posts : 828
| Posted : Sunday, 24 April 2005 - 19:48 Blood I like the suggestion for the comms.
However there is a reason many players don't make good use of the bonus after the early game. To use that bonus, players have to have their comms near the battle. I'll target comms over any other troop type. I do this for 2 reasons: one the bonus comms provide can make a huge difference in combat and two if they don't have comms they aren't going to be taking any of my territory until they produce more comms. If they are producing comms, then they aren't producing combat troops. |
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Disturbedyang Joined 27/01/2003 Posts : 241
| Posted : Sunday, 24 April 2005 - 20:07  i seen before a player producing about 200-300 comms to max out all his ballistas attack...it is VERY useful in combat...most people didnt make full use of it because they din quite understand it or it is simply harder to put comms everywhere around your army while moving along it without being getting shot at

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Ultima Bahamut Joined 1/12/2001 Posts : 1274
| Posted : Monday, 25 April 2005 - 10:56 What?Cleric unit?dont think so...wanna heal your army...do something simple its in every game and the only cost is the time it takes to move the army to and fro...
+ Advanced Recruitment Allows the deployment of troops from Barracks into higher level armies.
cleric units do not belong in this game at all really and like various people have already mentioned you are better of bugging req about the new version...(although i am not liking some things i am seeing in the new version)
Bonus tech for comms? not a bad idea at all...however implementing the idea would have to be soundly and throughly thought out...we have enough bugs on each update to go around ...so low priority for that suggestion in my opinion...but smart idea...hmmm maybe we should all take year long breaks like bloodbaron so we can all come up with some good ideas for the game (allthough i am sure that suggestion was given before...or if it was not given it should have been )
Edit:Typo Last Edited : Monday, 25 April 2005 - 10:57 | BloodBaron666 Joined 1/04/2003 Posts : 375
| Posted : Monday, 25 April 2005 - 23:21 True Ghengis, but if all you're doing is attacking my comms why do I need to produce more att troops? 
Bahamut's right though, an addition like that would be a patch in and of itself, and would require a lot of thought to keep the game ballanced, but I think it would be worth considering.
I'm going for 'should have been' over 'was' . Not quite a year though, I've played battle games, but since I can't access games from the school server I'm out of commision a good hunk of the year in camps. WOL is still my home page though  | | Ultima Bahamut Joined 1/12/2001 Posts : 1274
| Posted : Tuesday, 26 April 2005 - 09:42 Same here  | |
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