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New Unit Ability Ideas

Discussion in 'CivBE - Ideas and Suggestions' started by Barathor, Nov 18, 2015.

  1. Barathor

    Barathor Chieftain

    Joined:
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    I'm currently working on an overhaul of the units in the game, affinity levels, strengths, etc. One thing I'm trying to do is to make the available abilities and combat styles of each affinity more unique and flavorful.

    Here's some new abilities I'd like to see available in the code, to at least test things out:

    - - - - - - - - - -

    These I would consider Harmony flavored:

    1) A charge ability. The opposite of the existing bonus per unused movement point that is Purity flavored. It would get the number before the attack, so that adjacent attacks don't always grant the bonus x 1. It would probably be best to give this to low movement point units, like 2 or maybe even 3, to prevent too much silly move spam before an attack (like in Heroes of Might of Magic, with their knights and such).

    2) This one I would love to see... a melee attack which also swaps the tiles with the attack and defender if each survives. Like an aggressive grab ability, haha... a bit gamey, but it would be fun and there already exists plenty of gamey abilities anyway. This would synergize with Harmony's aggressive style where they get a big bonus if they're not adjacent to a friendly (maybe it could even be on a unit which has an ability where it negates flanking bonuses against it by getting a bonus for every adjacent enemy unit). This would also disrupt the powerful formations of Supremacy, or any other units relying on adjacent support or fortified in a certain position. Could also be fun on a unit which also has AOE damage on death, haha.

    3) Like I mentioned above, a type of ability which grants a unit a bonus for every adjacent "enemy" unit (starting at two). This could help negate, or partially negate, all the flanking bonuses against it. It's like a "cornered beast" type of ability, with the more enemies threatening it, the angrier and greater the adrenaline rush.

    The same ability could be utilized with a negative modifier, like an extra flanking penalty, for units which could be vulnerable to being surrounded and fight best in tight formation, especially a ranged unit.

    4) A ranged attack ability which creates miasma on the tile. If that's a bit too much, maybe it could only create miasma if a unit dies on the tile. It's a type of terror attack which helps to break up fortified clumps of enemies and maybe disperse them more.

    - - - - - - - - - -

    This would be a Purity flavored one:

    1) A unit perk or promotion which allows the unit to fight at full strength all the time whatever its health total is. (Currently, this is only a sponsor trait.) This would be a very cool and flavorful little buff to grant to some units, especially the Battlesuit. They have what the "machines" and alien "beasts" lack: heroism, and can rally together under their unwavering banners.

    - - - - - - - - - -

    That's all I have at the moment, any other ideas?
     
  2. Galgus

    Galgus Chieftain

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    While it isn't a new mechanic, AOE damage could perhaps be more widely used for Purity.

    It may not be an ability precisely, but building some units two at a time could give a theme of mass production to Supremacy.

    I generally like the Harmony abilities, though the unit swap seems a bit cheesy.
     
  3. Lord Tirian

    Lord Tirian Erratic Poster

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    For Supremacy, I could see a couple of unique abilities:

    Comm Jammer: Units attacked by this unit have their movement reduced to a single tile and do not heal (lasts 1 turn).
    Field Repair: If the unit would be killed, it has a 50% chance to survive with half the HP it had before combat. It gains a negative promotion (jury-rigged, -20% combat strength) until it enters a friendly city.
    Recycling: Upon death, the nearest city gains an one-off production boost equal to a quarter of the unit's cost.
     
  4. Roxlimn

    Roxlimn Chieftain

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    Recycling sounds like it ought to be renamed Cannon Fodder!. Haha. It's a nice ability for robot-type troops meant to be disposable. Perhaps for the CNDR?

    Fortification Specialist: Ranged unit can attack without losing Fortification bonuses.

    Portable Fortress: Ranged unit gets +100% Melee Strength on the first turn of Fortification, +300% Melee Strength on the second turn onwards.

    Desperate Fighter: Melee unit cannot be killed on the same turn it gets damage from full Health (Melee unit always takes at least 2 turns to kill from full Health).

    Magrail Logistics: Ranged unit has Double movement on Magrails, +10 HP recovery per turn when fortified on Magrails.

    Habitation Tactics: Submarine unit has +50% Naval Defense Strength on Friendly Dome improvements.

    Battlesuit (unit)
    Strength: 24
    Movement: 3; +1 movement cost on Rough Terrain.
    Shock Troopers: +50% Combat Strength when Attacking

    High Speed Combat Computing: +50% Strength when on Friendly Node
    Tactical Upload: +XP for next unit type produced when unit is killed
    Optimized Terrain Strategy: +50% Strength on unimproved terrain or Biowells
     
  5. Barathor

    Barathor Chieftain

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    Yeah, I was thinking that as well for some Purity-flavored units. Plus, it counters Supremacy-flavored units with formation bonuses.

    - - - - - - - -

    A unit that's produced in pairs sounds neat, but then I wonder if bending the rules like that is worth it over, for example, building the same unit in half the time and getting one of them out sooner than the other. Though, maybe that's the catch that helps to keep it balanced. *shrug*

    Speaking about representing Supremacy's mass production, I was actually thinking of giving CNDR's a supplementary perk similar to Civ5's Landsknechts, where they can move/attack immediately upon purchasing with energy in a city. It's been so very long since I last played Civ5, but I remember that ability being extremely powerful (and cool!).

    I like to envision Supremacy as very systematic, relying on organized formations and orbital coverage to support their countless waves of unrelenting machines. I think it would be very flavorful to see some kind of rapid-response swarm of CNDR's marching out of city and putting all the extra energy to good use. What would help balance it would be that the CNDR's are only a first tier affinity unit and are more defense-oriented. For example, it would be terrifying to grant this perk to CARVR's, especially since they'd all be able to form a tight formation right away.

    Just another idea. I looked in the code, and they seemed have removed the XML columns which enable this. Though, I'm curious, and may still test it out by adding the column back in and seeing if it works if set to true, since the source code which supports it may likely still exist.

    - - - - - - - -

    Yeah, looking back at it, a tile-swapping ability may be a bit "cheesy", haha. There's probably already enough tile manipulation as it is.

    - - - - - - - -

    The other ideas are nice too. I especially like the idea of some kind of hamstringing ability which reduces a unit to 1 move. That may be pretty nice counter to mobile Harmony-flavored units and even to Purity since there would be less moves to save and convert to strength.
     
  6. Roxlimn

    Roxlimn Chieftain

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    Command Unit: Two units of this type can combine to form a unit twice the Strength and twice the usual Resource Requirements. (Intended as an option for base iconic units Battlesuit, Xenoswarm, CNDRs).
     
  7. Lord Tirian

    Lord Tirian Erratic Poster

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    This would really be fitting for the CNDR, it kind if fits the theme of being a defensive unit and work with Supremacy's energy theme. It also means that you can immediately drop them in place with phasal transporters, making them useful later on as well.

    Also, with the addition of the weak scarabs as native life... I could now totally see an unit ability like this:

    Spawning: Upon killing a non-native life unit, spawn a scarab in the killed unit's tile. It is under alien control.

    It's basically the miasma-spawning ability from the OP taken to the logical extreme that actually really comes into its own once you befriend the aliens to avoid the ZoC from them.
     
  8. Gorbles

    Gorbles Load Balanced

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    Do we have / does anyone have / does anyone know of a database of all the existing perks? I remember looking all of them up manually when implementing my Affinity Explorer mod, and I think the thing that's stopping me going further is having to do all of that again.

    Had too much of a gap in my enthusiasm for designing stuff for BE (via modding, and threads like this) and now (almost a year now, even) due to RL events. Just wondering if anyone had any shortcuts, haha. I'll offer a fun thread suggestion as commitment, anyhow:


    Miasmic Touch: if a unit with this perk destroys a unit, add Miasma to the tile that contained the enemy unit. If a unit with this perk wins a defensive battle by inflicting more damage on the attacker than it suffers itself, add Miasma to the tile that the enemy unit inhabits. Can occur multiple times per turn.​


    Bit of a complex one, but provides additional utility for support-oriented units, or units with high defensive perks (like the Nanohive, IIRC) that don't deal too much offensive action.
     

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