Design a Unit 2 Discussion and QA

There are alot of good suggestions.

Animal pack is a great idea, it would make the wilderness alot more interesting later in the game.

And the Oracle gives the good civs a great unit during a high count.
 
But the good civs shouldn't get a great unit during a high count.
 
the oracle is just supposted to help you lower the effects of armageddon on yourself. but that goes against the AV theme of hurting everyone else more t han you hurt yourself
 
How about that mapmaker? It's actually pretty surprising that no one else has yet posted about how useless cartography is after everyone else discovers it and Pact of the Nilhorn is completed. By the way, the base strength needs to be at least one I think in order for the withdrawal to work, BiffQJ.
 
Thoughts on my contestant (Ice Basilisk):

I was first toying around with the basilisk from greek mythology that, as far as i remember, sits around on some rock in the desert and kills everybody instantly with his gaze.

The instantly killing thing seems a bit harsh gameplay wise so I was thinking of turning to stone (like medusa) and hey: wikipedia told me that the basilisk used in d&d aren't half serpent/chicken but just serpents (much cooler in my opinion - and easier to find a model for...) and that they indeed do turn people to stone.

On the same page I then found some reference on an "Ice Basilisk" that would nicely fix the blandness (and not-at-all hostileness) of the polar regions.

So actually, any cross links to my name are just coincidential :)

The creatures should not be unbeatable and not really deadly. The way I think of them they sit around and do not want to be botherd. It's just that frozen units should be easy(er) prey to other wandering units.

Any numbers, details ect. ect. are of course open to discussion - I'm really not too fixed on anything - just want the extreme north and south to become the wilderness that it should be.
 
Question: Am I allowed to change my submission if I came up with a better idea if I get rid of my old one?
 
Yeah, as long as it's changed before the submission phase of the contest has ended.
 
I'd like to see a unit that can steal souls from living units it kills in battle, 1 per a kill. Souls it could then use for a variety of different purposes, maybe like the eaters of dreams you could use it to cast again the same turn, or perhaps they could be used to allow golems and skeletons to gain xp, or allow for permenant summons. while not in use, they would provide a .1 per a soul to the health of the unit, or something similarly small. different actions might cost more souls
Always a favorite depraved mechanic of mine.
 
I'd like to see a unit that can steal souls from living units it kills in battle, 1 per a kill. Souls it could then use for a variety of different purposes, maybe like the eaters of dreams you could use it to cast again the same turn, or perhaps they could be used to allow golems and skeletons to gain xp, or allow for permenant summons. while not in use, they would provide a .1 per a soul to the health of the unit, or something similarly small. different actions might cost more souls
Always a favorite depraved mechanic of mine.

I think you've got everyone beat.
 
Why not put a name on that and submit it? As well as gaining a soul resource, it could also prevent unit from serving the Infernals/Mercurians if applicable..

i appreciate the encouragement, but ill leave it to far more talented and creative people to actually turn this, or any other of my vague ideas to a fully fleshed out and designed unit. heck i can't even come up with a name, "soul collector", "harvestor", "reaper", thats all i got and they seem way too overused to me.
 
So long as it's not used in this particular mod then I don't see the problem... you may as well submit it, there's nothing to lose
 
i appreciate the encouragement, but ill leave it to far more talented and creative people to actually turn this, or any other of my vague ideas to a fully fleshed out and designed unit. heck i can't even come up with a name, "soul collector", "harvestor", "reaper", thats all i got and they seem way too overused to me.

but everyone else has thier own ideas.. : P
i still wanna make that blind dwarven seer...
 
Yea, seont, post that, you've got nothing to lose. It crosses my mind how you can use souls for enchanting in Morrowind/Oblivion. But I really like that captured souls wont join infernal/basium, but instead they can be used for your cause. If you are still unsure about actual effects, I propose that souls can be sacrificed to heal demons in a tile, and/or grant them XP and/or give them back ability to attack.

I have an idea about unit that is granted after your or enemy unit dies,unit that can never heal, but gets strenght bonus as he suffers more damage. However, I wouldn't like this unit to be buildable, and kill unit/get a new one mechanic is kind of overused. Any suggestions?
 
I'd like to see a unit that can steal souls from living units it kills in battle, 1 per a kill. Souls it could then use for a variety of different purposes, maybe like the eaters of dreams you could use it to cast again the same turn, or perhaps they could be used to allow golems and skeletons to gain xp, or allow for permenant summons. while not in use, they would provide a .1 per a soul to the health of the unit, or something similarly small. different actions might cost more souls
Always a favorite depraved mechanic of mine.

OOH! OOH! a dementor... i really like this idea!
 
How about a unit, that once it kills another unit, gets a special "fed" promotion. when this unit is killed, after having "fed", it doesn't die, it splits into 2, either at severely reduced health, or as a lesser version(think blooded werewolves, ravenous werewolves) so that the only way to kill it is to kill it twice(Actually 3 times, cause you have to kill both of the lesser ones it splits into) if it has fed, or once before it has a chance to fed.

so similar to an immortal, or other suggestions made in the contest, but it wouldn't spawn back at the capital, it would just split right there where it died, probably loose it promotions, etc. and it should be weak, given how quickly you could replicate them.

basically i was thinking of a worm splitting into two when you cut it, but you have to smash it to kill it, but couldn't think of a way to require a special means of killing it, so the "fed" promotion works.
 
I just changed my entry so that the basilisk actually kills units (just slowly) and upped his strenght by 1. Please tell me what you think about it.
 
I thought it would be interesting to see colonists for some civs (at least the expansionists ones). A colonist would cost a bit more then a settler and when its done it has 1 less movement point, but when settled it produces a city with 2 (or something else reasonable) population and a granary (or some other useful building based on type of civilization or location settled). It probably would reasonable to have the pop of the building city to lower by one after a colonist is built.

I can see this working pretty well with Hyprobem... if you you have a city you can produce a colonist which would boost the population of the new city (since city growth does not happen). You can start of your cities bigger then usual.
 
While we're on the subject of modified settlers, what about a pioneer. It could cost much more than a settler, but be able to defend itself (I'm not sure about if it should also be able to attack) and could move through impassible terrain or at least have a flat movement penalty.
 
Back
Top Bottom