Barb or animal idea

beorn

Prince
Joined
Sep 12, 2001
Messages
388
Location
Albion, NY
I'm always looking for a way to make the wilderness stay dangerous for a long period of time, but without making it too easy to build up cheap experience points.

One idea that I had: have an animal or barbarian that is very tough, which only attacks wounded units... kind of like it is attracted to blood.

My thinking is that this would be especially tough on units that have already gotten many promotions, because as you go up, it takes longer and longer to get a promotion and thereby heal extra quickly.
 
A couple of times now I've suggested survival of the fittest. Allow barb units (and, now, animal units) to attack each other when they get to their limit. I have no idea how difficult it would be to code something like that, but it would cut down on the numbers and there would be some rather impressive survivors to deal with.
 
I don't think you'd even need to have them fight each other. Just have a stack suddenly fuse into the unit with the highest experience if there is one otherwise just any of the units of the same type. Then give that unit some experience based on how many units were in it.
 
I like my idea better, but yours is much simpler and essentially gets the same result ;)

I haven't captured any spiders in the latest version, but it sounds like baby spiders are automatically under the control of the player owning the spider. I think this is wrong, and also unbalancing. These babies should automatically go to the barb side - give them invisibility again - making sure that players think twice about using their 'pets' to kill the enemy. (or maybe this will just be something else for micromanagers to farm)
 
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