korn469
Warlord
- Joined
- Aug 27, 2001
- Messages
- 190
I've been playing ffh for about the past month I guess and I really love it. It's certainly not perfect, though I know it's not nearly complete yet. I'm really looking to the changes that the BtS conversion will introduce.
So I was laying in bed this morning thinking about nothing in particular when FFH and fanatasy in general came to mind. It seems like in almost every fantasy setting that there are monsters, undead creates, angel, demons, wraiths, ghosts, whatever that are immune to normal physical attacks. I think people have suggested a promotion that works like magic resistence/resist fire/resist cold etc for normal physical damage. I think it would be a good idea to have something like that. However, if a unit had this ability, and could shrug off physical damage then I began to wonder how you would counter such a unit. What came to mind was increased use of fire, cold, lightening, holy, and unholy damages. The most logical thing it seemed was to have these magical damage types work in a very similar manner to the bronze, iron, mythril upgrade system already in the game. So I was thinking that if a civ had access to a specific mana node like fire for example then a unit would get +1 fire damage. If it had access to two mana nodes then it would get +2. If It had access to three mana nodes 3 it would get +3 (with +3 being the max). While this seems like a good start, it seemed way too overpowered, since some civs start out with mana nodes availible from their palace, and if somehow a player had three fire nodes, two entropy nodes, and a death node that all of the player's units suddenly getting +6 strength (+3 fire, +2 unholy, + 1 death) would seriously break the game's balance. However I came up with a solution. A unit can only gain access to special types of damage with a special promotion that only applies to one specific damage type.
Now maybe this suggestion simply replicates most of the effects of affinity, but I think it's a better solution. For one, I haven't seen affinity work in the game, and two this seems like it has less of a chance for abuse.
So here is what I was thinking.
Cold - possibly water nodes or less likely earth nodes
Death - obviously death nodes
Fire - obviously fire nodes
Holy - possibly life or spirit nodes
Lightening - possibly air nodes or less likely water nodes
Poison - possibly nature nodes or earth nodes
Unholy - possibly entropy or chaos nodes
Each damage type has a corresponding promotion tied to it. So if a unit has the cold damage promotion it can have up to +3 cold damage if the player has three cold producing mana nodes. Unless the unit starts out with with one of the promotions, then it should take combat four or five to enable the damage type promotions. Each priest unit (Monk, Stonewarden, Ritualist, Cultist, etc.) Would start out with one of these damage type promotions in addition to their other abilities.
So how does that sound?
So I was laying in bed this morning thinking about nothing in particular when FFH and fanatasy in general came to mind. It seems like in almost every fantasy setting that there are monsters, undead creates, angel, demons, wraiths, ghosts, whatever that are immune to normal physical attacks. I think people have suggested a promotion that works like magic resistence/resist fire/resist cold etc for normal physical damage. I think it would be a good idea to have something like that. However, if a unit had this ability, and could shrug off physical damage then I began to wonder how you would counter such a unit. What came to mind was increased use of fire, cold, lightening, holy, and unholy damages. The most logical thing it seemed was to have these magical damage types work in a very similar manner to the bronze, iron, mythril upgrade system already in the game. So I was thinking that if a civ had access to a specific mana node like fire for example then a unit would get +1 fire damage. If it had access to two mana nodes then it would get +2. If It had access to three mana nodes 3 it would get +3 (with +3 being the max). While this seems like a good start, it seemed way too overpowered, since some civs start out with mana nodes availible from their palace, and if somehow a player had three fire nodes, two entropy nodes, and a death node that all of the player's units suddenly getting +6 strength (+3 fire, +2 unholy, + 1 death) would seriously break the game's balance. However I came up with a solution. A unit can only gain access to special types of damage with a special promotion that only applies to one specific damage type.
Now maybe this suggestion simply replicates most of the effects of affinity, but I think it's a better solution. For one, I haven't seen affinity work in the game, and two this seems like it has less of a chance for abuse.
So here is what I was thinking.
Cold - possibly water nodes or less likely earth nodes
Death - obviously death nodes
Fire - obviously fire nodes
Holy - possibly life or spirit nodes
Lightening - possibly air nodes or less likely water nodes
Poison - possibly nature nodes or earth nodes
Unholy - possibly entropy or chaos nodes
Each damage type has a corresponding promotion tied to it. So if a unit has the cold damage promotion it can have up to +3 cold damage if the player has three cold producing mana nodes. Unless the unit starts out with with one of the promotions, then it should take combat four or five to enable the damage type promotions. Each priest unit (Monk, Stonewarden, Ritualist, Cultist, etc.) Would start out with one of these damage type promotions in addition to their other abilities.
So how does that sound?