Ideas on additional units and abilities and possible ways to do and balance them

Started by Dunadd, November 29, 2012, 02:23:17 AM

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Dunadd

Not sure if some of my general ideas for each race's abilities are already included and just not mentioned on UI cards - if so my apologies

Skaven

Whole race abilities

Zero turn building for three main units is already in (And very nice and very appropriate - with low recruiting cost representing huge horde spewing up from undergound tunnels very well).
Can their assassins be made to have higher starting skill or is this impossible?
Can move rates for all skaven be increased slightly i.e fast moving (except rat ogres which are already fast enough)
Can they all be given improved combat in cities and towns?
Can they all be made able to hide in cities/towns/villages/forts?
Combat and morale bonus at night (or else no penalties if penalties standard for most units)


Gutter Runners
- use the archery range building (renamed to Clan Eshin Guild) to make these. Hide ability. Short ranged missile attack of moderate power (thrown daggers counted like javelins maybe?) Can skirmish. Relatively high defence skill but low armour. Increased move. Higher cost to recruit and pay than normal skaven units. One or two turns to build, not zero.


Assassin
- very small unit - even one man if possible. Some armour, very high defence skill. Can hide. Two hit points. High armour piercing to represent warp stone weeping blade. High cost to recruit and pay. Two or three turns to recruit. High recruiting cost and pay.

Jezzails - Either from artillery building as artillery unit (in which case you could call it Clan Skryre Guildhall / clanhall) or else fro archery range next level. Could require mines too to represent needing warpstone. High attack and significant armour piercing. Very long range. Slow moving. Two or three turns to recruit. High recruiting cost and pay.


Warp fire throwers
- from artillery building and again could require mines too. Artillery unit. Short ranged for an artillery unit (shorter than archery range but at least as long as javelin). High attack. High armour piercing. Not too high as impossible to represent misfires in RTW mods? So can't be too high powered if misfires impossible. Two or three turns to recruit. High recruiting cost and pay.


Wood elves

Whole race abilities
All fast moving - infantry and cavalry
Combat bonus in woods (know this one is possible as Gauls have it in the original game)
All infantry hide bonus in woods (if possible)
Very high morale (reducing combat a little to compensate)
High stamina (reducing combat slightly to compensate)

Wardancers
Similar to the pit-fighter mercenaries that are already in the mod, but different graphics obviously. Second hit point and some armour can represent their superior abilities at dodging blows - or else can be given much lower armour but much higher defence (though i think this would make them to vulnerable to archery, which they're meant to be good at dodging). Need relatively high level buildings and recruitment cost and pay to make sure there aren't too many of them.

Forest Mages - powerful ranged attack and bonus to nearby units. High recruit cost and need high level buildings.  Only recruitable in the two starting cities.


Eagles/ Eagle riders - could be made small units of very fast cavalry? don't know if graphics would make it possible or not.

Treemen - Like ogres but even more hits and higher ratings. Maybe not as fast (unless have to be based on elephant unit in which case elephant speed will have to do). Only recruitable in the two starting cities.

Araby
Bonus to combat in deserts
Reduced stamina costs in deserts (or just increased stamina)

Middenheim
Combat bonus in snow or forest

Chaos
combat bonus in snow


Beastmen
- combat bonus in woods

Dwarves

combat bonus in mountains
slightly reduced move
Greatly increased stamina (reducing combat bonus a bit to balance this)
Very high morale (reducing combat bonus for balance)

Orcs

No combat or morale penalty at night
Greatly increased stamina (reducing combat bonus a bit to balance this)

Boar riders - combat bonus against cavalry. High armour or else two hits. High charge bonus (equivalent to mounted knights)



Tomb Kings

Whole race abilities
Bonus to combat in deserts
Can't be routed because they're undead  - or if that's impossible give them huge stamina (reducing combat rating for balance)
Don't get tired because they're undead - or if that's impossible give them huge stamina (reducing combat rating for balance)
No combat or morale penalty at night (because they're undead - or if this is impossible give non-undead races combat and morale penalties at night unless every unit gets these already in RTW anyway)

Vampire counts

Whole race abilities
Can't be routed because they're undead  - or if that's impossible give them huge stamina (reducing combat rating for balance)
Don't get tired because they're undead - or if that's impossible give them huge stamina (reducing combat rating for balance)
No combat or morale penalty at night (because they're undead - or if this is impossible give non-undead races combat and morale penalties at night unless every unit gets these already in RTW anyway)



Dunadd

oh and as much as i love Araby, they and Tomb Kings and Lizardmen should probably get combat penalties in snow and maybe morale penalties in snow too

Dunadd

Thinking about it all the night / darkness bits are likely irrelevant because you only get night battles and assaults in Barbarian Invasion or Alex

Jubal

Yeah, I think it'd be more effort than it's worth doing the BI port since we don't really need the religion feature or the new special abilities that much.

Some of the terrain stuff is already implemented but I might make it more pronounced, 0 turn building as you say is in though the AI never takes full advantage of it.
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