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   Forums-->Ideas and suggestions-->

Terrain type proprieties - for hunt, battle and quest



AuthorTerrain type proprieties - for hunt, battle and quest
Terrain type proprieties - for hunt, battle and quest

- reducing or increase "thing" for all (x.x%)
- reducing or increase "thing" for kinds (flyer, terrain, not x faction, etc)

Thing can be:
- Movement
- attack
- Defence
- Spell Power
- Knowledge (Mana)
- Luck
- Morale
- Initiative

or other like:
- shooter can't shoot
- flyer can't fly
- caster can't cast

Other interesting thing, "terrain composition"
adding structure to the terrain,
like wall, mini labirinth, lava, etc etc...
where no one can leave our creatures or
where you can have a penalty (-x life point for every turn,)
4. Any idea should have a purpose and describe the means of it's realization. It should also answer the question: "Why it needs to be done?".
"Why it needs to be done?"

- To change the possibility to win or loose a combat
- To diversify a little bit the game and make it more attractive

can be a good reply? :-)
Sorry, and thanks.
- To change the possibility to win or loose a combat
Vey bad.. your suggestion brings great disbalanse - victory will depend on luck with terrain, not on arts or brains
Not true at all!

u can change your troop to have more possibilities
- immagine a terrain where u can not cast spell,
i change my magi with greeemlins
- immagine a terrain where your troops movement is half,
i change my golem with greemlins and magi
- immagine a terrain where flyer have 50% more mouvement,
i recruit more gargoils...
- immagine a terrain where there are walls to be destroied,
or where some terrain square do demage... i protect my troops
changing position on the battle terrain...

so, if u think this will depend on luck with terrain, not on arts or brains....

So, it's true that the terrain must be knowned first!!!!
:-)
I'm all for this idea but not right now. By no means should that be random or merely player controlled. A great way to do it that would add great diversity to the game would be if and when that map should expand greatly. Then, just as now each region has it's own card game rules, there could be some regions with special terrain properties crippling or aiding certain creatures or factions. E.g. A cemetery where raising dead is more potent and has no health penalty, the windy plains where all fliers get a bonus to their movement, the magic valley that increases the spell potency of any caster and the cursed land where all magic is void, the gate to hell where all but demons get a small amount of fire damage each turn (which perhaps could be negated with armor enchanted with fire resistance, that could also give a whole new aspect and usefulness to enchantments)... all you need is imagination. That however should only have permanent effect in merc quests, hunts and thief ambushes. Group battles, unless stated otherwise should still take place in neutral grounds.
This idea should not be implemented. think about it, Dark elf have like no shooters? so if we land on a (troops movement is half) dont you think DE would fail miserably?
And, if the terrain is random, like it is now, how would you know to change your units? none of us are psychic.
i think that the terrain merely player controlled, or with indication before the battle is the best choice... (or in a quest to known that it will be random).

So, think about the "terrain composition", with structure added to the terrain, where u can destroi that, like the castle wall in heroes of might and magic, or quests like "capture the flag", where is not important to destroy the enemy, but is to do a certain think in the battle terrain... like in the movie "lord of the ring", to stay alive n turn without die waiting the renforcement arrive, or break a castle wall to create a way for the allied ... or others ...

to DarkAssault:
Dark elves: yes, they have no shooters, but, if the terrain type is doungeon,
where flyer can't fly and dark elves troup have 50% more movement?

to Bramblepaw:
random terrain: it's true that we are nor psychic, but, if u are a great player, u will be adaptive, and find the better way to use your troop...
u can think things that other player don't think. :-)
..so like in the real life, usually, u must cohabit with random events,
and find your resources to survive...
50% more movement for shrews is freaking crazy even though im a dark elf it isn't fair to the other factions. so i OBJECT XD
Creative idea, but I don't think it should be implemented because your idea will destroy the game's balance.

Like XxFaithxX said, 50% increase in movement for Shrews/Swordmen/Ogres is totally unacceptable. The reason why swordmen and Ogre has high defense is to compensate their speed. If you can increase swordmen's speed with special terrain... how could you beat a knight?

Just like 50% more damage on Elven Bowmen due to Mountain Terrain (for example) :)

Once, I played a Japanese turn based strategy game. And it has the features you proposed. Interesting, but it is a standalone game where you only fight computer, not real person.
Well, it doesn't have to be that big an advantage in the first place. Still, if it is stated in the battle description in group battles you can simply choose not to enter a battle in a terrain that doesn't favor you or you can just go right in to prove you're the best if you feel like it. ;)

Anyway, I still believe it is a great idea overall, if it is implemented correctly. But other things have to be done first for it to work.
Can be a great idea to change the possibility to win if heroes with different level want to fight....
so 1 hero with hight level can fight vs 1 hero with low level in a terrain where the second take advantage...
A great duel with heroes level difference, like David and Golia
Maybe take this idea in a more localized manner. For example on any given map there can be some different terrain types that have different effects. So when a map is randomly generated it will maybe put in a few different squares with special terrain. For example:

Hill squares: +1 def +1 range but range units can not fire over (i.e. block line of site).

Mountain squares: Block line of site and flying creatures

Mud or swamp squares: Double movement costs for all none flying.

Forest: Flying can not enter. def +1

etc...

I think you get the idea. Instead of an entire region of special squares just a few random in any given map.

Why? Because it adds an extra element of tactics where u might want to take a hill or keep ur enemy from it, or put ur range units behind a swamp to slow down incoming melee units. Or put ur melee units behind a mountain to protect them from range.

This idea would take some thought, but it does tie into the tactical nature of the game.
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