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StreptoFire

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  1. Yeah, maybe some of these powers should suit better as unit abilities. Perhaps some archer units could be able to cast a rain of arrows after researching a certain technology? I don't know. And regarding the "anywhere on the map" part, yes it would be very annoying. I suggest a moderate range for these abilities, so you can't leave your archers on your base and command them to shoot the enemy base at the other side of the map. Regarding the name, I think "Ability" or "Commandment" would probably suffice. I think the best options are either the AoM way (choose powers when aging up) or researching a technology in order to unlock the ability. IMO choosing 5 abilities/commandments for each phase (AOE3 style) would make the game really crowded with them. It would be necessary to make abilities really weak or else this game would become very chaotic with tons of abilites being used all the time by multiple players. That's kinda what I'm talking about. Really powerful ones like your AoM Ragnarok example should only be able to be used once per match, due to being really powerful. Weaker ones like calling resources (like AoE3) could be used multiple times per match, but with a cooldown of course.
  2. One of the best features that stood out in AoM when compared to the AoE series are the godpowers that the players can use during the match. I like them because they add more strategic depth to the game: Players would have to know when to use their powers correctly and plan their strategies accordingly. Besides that, Godpowers are really fun to use. Another benefit would be bigger differentiation between civilizations. Maybe some civilizations could have no godpowers, but a strong economy and powerful military, while others could have lots of godpowers, but mediocre economy and military. However, I don't think summoning Hydras and Dragons or calling upon a meteor rain would quite fit this game (good idea for a mod, though). This game is supposed to be realistic and not include magical stuff. Instead of mystical wizard powers, I suggest more realistic godpowers such as: - Ferocious Roar: Your army inflicts a loud war cry, scaring and causing some enemies to flee from the battle. Low-rank and/or injured soldiers are more likely to flee. - Ceasefire: For X seconds, nobody can attack anything (except wild animals) on the map. - Hail of Arrows: Your most skillfull archers shoot arrows far into the sky, causing a rain of arrows on the selected circle. - Sabotage: Your soldiers sabotage a single enemy building for a period of time. While it is sabotaged, it generates units more slowly. - Gold Rush: For a short amount of time, all your metal miners work much faster. - Immigration: Five female citizens, five soldiers and three sheep arrive at your town. - Tax collection: Gain 1 metal for each building and citizen under your command. - Theft: Steal resources from a selected enemy. (if you have more ideas, please post them below =D) Instead of allowing godpowers to be executed from the beginning, maybe they could be unlocked with the research of certain technologies. Stronger godpowers would only be available at later stages of the game and would be more expensive to use. Perhaps some of the stronger godpowers (like Ferocious Roar or Ceasefire) should be only usable a single time per game, while weaker godpowers (such as Sabotage) could be used more than a single time, but with a timed cooldown. The cooldown should be increased at each use of the ability in order to prevent abuse. Also, I don't want this game to become a godpower fest like some AoM matches were, so each civilization should be limited to a few godpowers. Some of them might have zero and some of them might have 3, but most would have 1 or 2 godpowers at a later stage of the game. So, what do you think of the idea? Vote in the poll and post your opinions, and thanks for reading
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