Fafnir13
King
I've been enjoying the new Baron in my most recent game. One of his latest exploits, spawning a werewolf off of killing Gilden Silveric, got me to thinking. What if the power of the unit killed could influence the power of the werewolf spawned?
I made a point in another thread concerning the power/lack of power that the werewolves have base on when you are rampaging across the world with them. The Baron vs scouts and warriors is a terrifying thing to behold as nearly every ravenous spawned will become a blooded. Zip ahead a hundred turns and you're now losing most of them vs the entrenched archers or longbowmen defending most AI cities. Another hundred turns later and you're lucky to get anything going vs Arquebus and champions. Maybe it's fine for the werewolf mechanic to have a certain window of decreasing effectiveness. That could even be deliberate. My personal tastes would be to make it a bit more balanced and usable throughout the game, if only so that those hammers spent on the Baron are never wasted.
If the potency of the werewolf was more based on the unit killed, this would certainly even things up. I don't think direct strength and promotion transfers would be appropriate, but something similar would be good. Perhaps star promotions add an equal level of empowerment. The killed unit being a hero could add heroic strength and defense. Recon units might add an extra move. Mages could retain random spell spheres. There are a lot of possibilities here.
To help balance this, the base power of ravenous and blooded werewolves would need to be lowered. The types of units that can spawn werewolves should also be limited. I don't know if it still works in this patch, but I remember farming bears at one point to create werewolves. That really shouldn't be happening.
I don't know what code work would be involved, or whether it is even feasible. Hopefully someone more informed then I can weigh in on that end of the discussion.
I made a point in another thread concerning the power/lack of power that the werewolves have base on when you are rampaging across the world with them. The Baron vs scouts and warriors is a terrifying thing to behold as nearly every ravenous spawned will become a blooded. Zip ahead a hundred turns and you're now losing most of them vs the entrenched archers or longbowmen defending most AI cities. Another hundred turns later and you're lucky to get anything going vs Arquebus and champions. Maybe it's fine for the werewolf mechanic to have a certain window of decreasing effectiveness. That could even be deliberate. My personal tastes would be to make it a bit more balanced and usable throughout the game, if only so that those hammers spent on the Baron are never wasted.
If the potency of the werewolf was more based on the unit killed, this would certainly even things up. I don't think direct strength and promotion transfers would be appropriate, but something similar would be good. Perhaps star promotions add an equal level of empowerment. The killed unit being a hero could add heroic strength and defense. Recon units might add an extra move. Mages could retain random spell spheres. There are a lot of possibilities here.
To help balance this, the base power of ravenous and blooded werewolves would need to be lowered. The types of units that can spawn werewolves should also be limited. I don't know if it still works in this patch, but I remember farming bears at one point to create werewolves. That really shouldn't be happening.
I don't know what code work would be involved, or whether it is even feasible. Hopefully someone more informed then I can weigh in on that end of the discussion.