Ability suggestion: ambush for hidden units

cIV_khanh93

Prince
Joined
Nov 8, 2008
Messages
528
hidden units (specifically spiders who only have 1 movement) are allowed to be walked on top of by enemies. for the unit to then attack, it has to move off the stack, then back on. this is plausible for most (although it leaves room fro counter attack) but the giant spider ony has 1 movement, so it needs to utilize a road to do this. Why cant invisible unitsuse an ambish or assassinate command on the stack they're in letting them attack, maybe with some edge like retaining invisibility or increased attack power or being able to use marksman in that battle.
 
If the bonus is good enough, Nox Noctis could possibly become useful.

I would suggest:

Defender gets no defensive bonus (fortification, terrain, or nearby terrain)
Attacker gets its fortification bonus on attack and does not lose its fortification bonus.

I like the basic idea. Hidden often can be more a burden than a blessing.
 
I believe you could just give pretty much every unit an AirCombat strength but have the range be 0, letting it launch a "ranged attack" on enemies on the same tile.
 
how about simply 100% retreat odds? That way you can bounce out, and run away
 
I believe you could just give pretty much every unit an AirCombat strength but have the range be 0, letting it launch a "ranged attack" on enemies on the same tile.

I like that idea ...

maybe change their attack to strictly a ranged (0) attack ...

does the AirCombat attack ignore defensive bonuses ?

maybe ignore targets defensive bonuses but have a chance to be 'caught' ...
 
I believe you could just give pretty much every unit an AirCombat strength but have the range be 0, letting it launch a "ranged attack" on enemies on the same tile.

Interesting, but since the game is not programmed to be able to attack units on the same tile, it may be undoable...
 
I know that ranged units like archer in FF are able to do a ranged attack on their own tile when their invisibility makes them be on the same tile.
 
I know that ranged units like archer in FF are able to do a ranged attack on their own tile when their invisibility makes them be on the same tile.

I have a feeling it relies on having AirRange > 0 to make the ranged attack valid (rather than AirCombat > 0) but changing that wouldn't be a massive tweak...
 
why not a spell? although basing a spell on comat odds... maybe we could just have a spell that inflicts damage instead of an actual combat, although that could be abused with nox noctis.
 
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