Lion.Kanzen Posted August 16, 2013 Report Share Posted August 16, 2013 1 AbilitiesFor classes(type)Structure abilities. Inspiration (Acelerate research for a moment)Hero abilities (Caesar Desires' attack all in his range of sight )Support Units Abilities. Farming seeds for grown tress(food)Military Units Abilities( Legionaries and Pillum Testudo)Ideal for Rush movements and Critical damage. Starcraft Vs2 Units second Weapon.ExampleArcher use knivesLegionaries use PillumRoman cavalry uses swords and spears or Pillum.Persian inmortal with bows and spears.The Second is Rome Total war type toggled between 1and 2 weapon.We can have both if is correctly designed.And the Abilities needs stamina. Quote Link to comment Share on other sites More sharing options...
av93 Posted August 16, 2013 Report Share Posted August 16, 2013 I don't know nothing about programming, but taking a look into Design Document, Health ability is handled as a "trait". IMHO I would make a bigger trait called abilities, that would handle that stuff, with a moddable design like the Warcraft abilities.And of course I would split abilities and secondary (and others kinds of) attack. Also It would be useful that units could launch more than one attack in the same time ( for modern era mods f.e) and attack while moving. But I think that everything will come eventually. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 16, 2013 Author Report Share Posted August 16, 2013 (edited) I don't know nothing about programming, but taking a look into Design Document, Health ability is handled as a "trait". IMHO I would make a bigger trait called abilities, that would handle that stuff, with a moddable design like the Warcraft abilities.And of course I would split abilities and secondary (and others kinds of) attack. Also It would be useful that units could launch more than one attack in the same time ( for modern era mods f.e) and attack while moving. But I think that everything will come eventually. is important differentiate concepts , and the Guys of Rouge Republic can be a Mixed between Starcraft and Command and Conquer.The pillum can be a Ability or secondary Weapon?In Praetorians and Empire Earth is an Ability. in Total war and Spartan Wars series is a second Weapon.is Two kind of Abilities passive and Active. and Passive can be Auras . Edited August 16, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
idanwin Posted August 16, 2013 Report Share Posted August 16, 2013 I would make the pillum an automatically used ability that recharges only when a unit has been out of combat for a certain amount of time and that is only used (once) when the enemy is more than 'x' tiles away. It should be a bit more powerful than the melee attack (it could penetrate shields), since it can only be used once per combat this shouldn't make it such a huge advantage. 1 Quote Link to comment Share on other sites More sharing options...
alpha123 Posted August 17, 2013 Report Share Posted August 17, 2013 See this topic, there's some interesting stuff especially from Mythos_Ruler in there that you might find useful.idanwin: Yeah, that's pretty much what we want the pilum to be. Not sure if we want it to be more powerful than the melee attack though, it's more meant to soften enemy units up a little bit before melee fighting, not really to kill anything outright. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 17, 2013 Author Report Share Posted August 17, 2013 That is the post i thought about that, if to the pikeman we give sword how can be more a swordman than a pokeman with sword attack?I'm no against of this method only I know two games do that.The other uses Ability based in power or stamina or buttons reloading charge.And if somebody do a Moba game with the engine and system they can request abilities for his/her Hero.My conclusion do a little bite from both. 1 Quote Link to comment Share on other sites More sharing options...
Nolanjoker Posted August 17, 2013 Report Share Posted August 17, 2013 anyway, abilities brings more fun for each units, skirmishers can hide, archers can shot with fire arrows, Bersekers or other units can do it Frenetic, elephsnt can catch a man a throwing him in the air. Quote Link to comment Share on other sites More sharing options...
idanwin Posted August 17, 2013 Report Share Posted August 17, 2013 Abilities also bring a lot of micromanagement (depends on the way you implement it, of course), which I would like to avoid.Archers automatically switching to fire arrows when shooting at buildings/siege engines would be fine, but - please - don't have me push buttons or hot keys all the time (maybe for a few champion units would be fine) Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted August 17, 2013 Report Share Posted August 17, 2013 Abilities also bring a lot of micromanagement (depends on the way you implement it, of course), which I would like to avoid.Archers automatically switching to fire arrows when shooting at buildings/siege engines would be fine, but - please - don't have me push buttons or hot keys all the time (maybe for a few champion units would be fine)I'm thinking if there are toggle-able secondary attacks, then we should use the same key for the toggle (I'd use Alt- or Command). Quote Link to comment Share on other sites More sharing options...
quantumstate Posted August 17, 2013 Report Share Posted August 17, 2013 Just a side note. Anything toggleable should have two hot keys. One for toggle on and one for toggle off. It prevents you accidentally getting into the wrong state Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted August 17, 2013 Report Share Posted August 17, 2013 Just a side note. Anything toggleable should have two hot keys. One for toggle on and one for toggle off. It prevents you accidentally getting into the wrong stateHmm, not sure that's necessary. I think we could make it very plain what weapon you are using if we make the cursor change (say, use a different cursor for melee and ranged attacks). Maybe it's something we'll have to add after an initial implementation and we play around with it for a while. Quote Link to comment Share on other sites More sharing options...
quantumstate Posted August 17, 2013 Report Share Posted August 17, 2013 What if you have multiple units selected with different toggle states? Also there are factors like lag, so even if ti is really obvious graphically I still find it easier to just hit a key and know what state I will end up in. Quote Link to comment Share on other sites More sharing options...
Nolanjoker Posted August 17, 2013 Report Share Posted August 17, 2013 in Starcraft is with shortcuts save micromanaging. and many player dont use abilities because is dificult, but other does. in AOM is the same. Quote Link to comment Share on other sites More sharing options...
oshron Posted August 17, 2013 Report Share Posted August 17, 2013 i think special attacks and abilities could (sort of) be merged into one general function and vary between units and buildings. i'll use AOM in this example:in Age of Mythology, almost every myth unit and most of the campaign heroes had special attacks or other abilities that they had to recharge after using. for example, Arkantos had a battlecry ability which boosted the morale of allied units around him for a short time, while Ajax had a shield-bash attack that deals extra damage to the unit he's attacking as well as sending them flying. attacks got more fantastical than this in the context of AOM, like the Argus unit in the expansion pack literally spraying acid on a single unit and melting them, or the Frost Giant breathing ice on an enemy to freeze them in placein the context of 0ad, most potential abilities are probably already covered under various auras, but ones like battlecrys could be added as well. depending on the history behind a particular hero or champion unit, they could have various different abilities applied to them in broad strokes, and it would be foolish to give abilities like that to just one unit and not have it be a shared ability with other units. here's some examples:soldiers which are known to have revelled in battle or had a very strong militant culture could have either a "drain" ability, where they take back a small percentage of the damage they deal as health to regenerate their wounds in action, or they could have a "fervor" ability where, when they reach a certain percentage of health (say, 25%) they start dealing greater amounts of damagerelated to the above, some units could have a "berserk" ability where they occasionally fly into a rage to deal extra damage and start hitting multiple enemies at once (their targets receive the bulk of the damage, but every adjacent unit receives 50% of the damage of a normal attack as well), though the trade-off is that they themselves become more vulnerable to attack (taking 25% more damage or something)units with exceptionally large shields could conceivably have "shield-bash" attacks where they lash out with their shield rather than their sword or spear to stun an opponent and leave them immobile and open to attack for a few seconds, though it probably wouldn't work on mounted units or animalsranged units could have an "accurate shot" attack where they take a few seconds to aim an arrow, javelin, etc., and thus hit a target with 100% accuracy and for greater damageelephant units, specifically, can have a variety of special attacks: they could gore with their tusks, pick up an infantryman with their trunks and throw them, or they could knock over units and stomp on them for an instant killsome units with shields and spears could have a one-time use "javelin-attack" where they throw their spears at range and then switch to a sword 2 Quote Link to comment Share on other sites More sharing options...
Nolanjoker Posted August 18, 2013 Report Share Posted August 18, 2013 the Iberian units are more raged unit. is a pleasure. shied attack to do combos. very spectacular gameplay without fantasy nice way to learn history. the elephant would be fearsome unit. the Spartan must have own rage but loss HP. Quote Link to comment Share on other sites More sharing options...
oshron Posted August 18, 2013 Report Share Posted August 18, 2013 the Iberian units are more raged unit. is a pleasure. shied attack to do combos. very spectacular gameplay without fantasy nice way to learn history. the elephant would be fearsome unit. the Spartan must have own rage but loss HP.i was just using AOM as an example because it's a well-known commercial game that alot of us here have probably played. note that all of my actual examples for what could be in 0ad applied only to real soldiersand like i said, it would be better for special attacks and abilities to be reserved for champion units and heroes, and maybe one or two others depending (like the dragon that's planned for use in a random map script could potentially have a special attack where it swoops down to crush a bunch of units underfoot and then take off again) 1 Quote Link to comment Share on other sites More sharing options...
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