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Fear and Discipline?
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  Fear and Discipline?
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CoonDawg
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« on: November 22, 2006, 06:19:28 am »

I’m not sure how this’ll work so I’ll just throw out ideas on this. In fact, I’ll be throwing out practical and not-so-practical ideas pretty frequently here. Note: This system is based off of my plan for factions. Only the Faction 4 has units that start at rank 1, other factions start at level 3.

Fear:

Rank 1: Cowardly. Will very, very likely run if it’s outnumbered. However it’ll stick around if it outnumbers the enemy by a decent margin. If however it’s fellow army drops into the minority during a battle, it won’t run until defeat is likely.
Rank 2:  Still cowardly. It will battle if the armies are evenly matched, and won’t run until it is about to lose.
Rank 3: Normal. Will not run unless absurdly outnumbered. When it enters battle however, it will not run unless invoked by magic or fire, even if it’s 1 versus 3,000
Rank 4: Brave. Will not run regardless of the circumstances. Improves their fighting damage slightly.
Rank 5: Wicked Sick. The reverse of cowardly, they will run into battle frequently without orders. They kill a lot of units before they die. If you have rank # of Discipline, they will not charge without orders, but they may he hard to get them to withdraw from battle without rank # of Discipline.

Discipline:

Rank 1: They spit in your face. Getting to control them in the middle of combat is pretty much impossible. Getting them to charge into combat is real hard too, as they will frequently criticize your decisions, calling them “dumb” and “Suicide”.
Rank 2: They spit on your feet. Controlling them in battle is now worth attempting but still difficult. They listen to your commands of charging, but they will often be reluctant, and will often do it a little bit differently than you tell them to. They will refuse to attack if they are vastly outnumbered.
Rank 3: They listen to all your commands, but controlling them in the midst of battle is still slightly troublesome. They will sometimes refuse to attack if the unit is greatly outnumbered.
Rank 4: They will do whatever you ask them to. As it is a veteran unit, it has an attack damage bonus. Also, you can control level 5 fear units, excluding withdrawl.
Rank 5: Gosu stats. Double damage, triple health.  Can control rank 5 fear units completely.
Hero: Health and damage like a tank. Leadership bonuses galore. Makes all surrounding units rank 5 fear and rank 4 discipline for as long as they’re near the hero. Units gain experience twice as fast, since they’re fighting along-side one of the greatest men of the age. Heroes are very difficult to get, and not all units can become a hero. It’s a chance thing that a unit can become one. And the player can’t tell I f they have the potential.

Thoughts?
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Darvin
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« Reply #1 on: November 22, 2006, 08:05:35 am »

Rank   Requirements
0-50
10
2100
3300
4700
51500
63100
76300

I think that will suffice for a levelling curve for basic units.  Clearly it may need revision, but it's a general idea of the scale of levelling up.  Level 0 would only exist in special cases, such as drafts.

I don't think disobeying commands should be a part of the game.  Maybe fear, but I'm still uncertain about that.  Certainly units should be better at higher levels, but until we've discussed combat mechanics, I'm a little wary of suggesting anything more.
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Solinx
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« Reply #2 on: November 22, 2006, 02:36:32 pm »

Yes, while it's interesting what you propose, we don't have any basic units, and thus can't be anywhere near to sure what the result of this all is on the most basic layer of the mechanics.

Solinx
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