Ideas

Marnok

Marnok
Joined
Mar 24, 2008
Messages
506
Ideas for changing assassins and things, wanted to discuss before I consider testing in modmod. Thing is they would probably need SDK changes, and I am reluctant to mess about in there too much.

ASSASSINS:

OPPORTUNITY Promotion.
A sort of inverse Fear - the unit can only attack if it passes its Opportunity check. If it fails, it is stopped similar to Fear... "your unit found no opportunity to attack."
This promo could have multiple levels so you can increase from maybe 50% to 75% and then to 90%.

Marksman units would also need a seperate promo available to say "even if I fail opportunity check, I will still attack and hit the stack in the normal order". Assassins could buy this extra promo if desired, Marksmen archer types should probably start with it.

Possibility for Defenders then to have extra security to reduce Opportunity chances; and, perhaps crime level could add to Opportunity. In the city of Theives, asassination is common.

ARCHERS:
How would it be if all Archer units:

Had split attack/defence, better at defending but lower attack score.

Always had a chance to retreat, and always had small collateral damage. Or, were able to buy collateral damage promos but not if they have marksman?

Had a bonus when attacking FROM a hill to a non-hill?

Add their first strikes to defending Melee units in the same plot, instead of stepping forward as defenders themselves? (Might mean their stats are lower, maybe 2 strength all round instead of a split on att/def, so they tend not to be actual defenders if warriors etc are present). Simulates Archers staying behind the main line and firing over the top of infantry.

MISC:
Caltrop promotion - reduces Retreat chances of opponent unit
 
Some very good ideas, Marnok.

I especially like the Caltrop promotion. The broken percentage of stated withdrawal/flee vs. actual would make this very welcome.

I have been at war with the Illians and it is just not right how often they flee/withdraw from battle whether defending or attacking. This is without any promotions and the stated percentage is 10% chance - I am certain they are fleeing much more often than that.
 
Add their first strikes to defending Melee units in the same plot, instead of stepping forward as defenders themselves? (Might mean their stats are lower, maybe 2 strength all round instead of a split on att/def, so they tend not to be actual defenders if warriors etc are present). Simulates Archers staying behind the main line and firing over the top of infantry.

this would be great! nice ideas overall ;)
 
Some very good ideas, Marnok.

I especially like the Caltrop promotion. The broken percentage of stated withdrawal/flee vs. actual would make this very welcome.

I have been at war with the Illians and it is just not right how often they flee/withdraw from battle whether defending or attacking. This is without any promotions and the stated percentage is 10% chance - I am certain they are fleeing much more often than that.

I agree enemy withdraws are way too high. In my last game, if I was attacked by all four of the enemy's knights, most times three of them would escape. This occurred several times.
 
Nice. But maybe you should find better graphics for the Assassins. I mean a chick in a black modern lookin jumpsuit isn't exactly dark fantasy. Jus a thought.
 
Yeah i'd like to see a different model too, perhaps a real assassin, a hardbitten looking mofo with a knife and empty coin purse. Give him an eyepatch and make him scruffy looking.

The current model reminds me of the villain from that last indiana jones movie (you know, the one that sucked).

http://www.graph3d.com/content/gallery/thug/thug_persp.jpg
 
I like the idea of a chick assassin though, outside of the Svartalfar there aren't many female units. Agree that the black jump suit look isn't the best though
 
Isn't it still the default from vanilla? It's certainly on the list; I've seen it mentioned multiple times. Just be patient. ;)
I like the opportunity chance. Would make the assassin unit feel more...assassiny. Nice that the natural counters to this impediment are making getting really skilled assassins (accurate to the real world) or making lot's and lot's of assassins (also accurate to the real world).
Might also want to add a small withdrawal chance to the opportunity promotion. Seems like a skilled assassin who's good at finding the right moment to strike would also be good at getting out when things go horribly wrong. Given that unpromoted assassins will now be failing to even make attacks, I don't think a slight survivability increase when the attack actually succeeds would be unbalancing.
 
Opportunity should cap at 100%, not 90 - I speak for everyone with a functioning brain when I say I'm not going to use something that can still completely fail at what it is supposed to do even when fully nurtured and promoted, however small the chance is.
 
Monkeyfinger has a point. I'd hate to have units that had an additional chance of not doing what I wanted them to.

I think archers blow in vanilla FFH and I'd like to see them get ranged attack, perhaps even with collateral damage (if thats possible).

Caltrops were really used to impeded movement taken by enemies towards the user weren't they? (i.e. you threw them before running away OR laid them down before a battle in front of a position you were defending).
 
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