Unique Great commanders?

Gilg

Warlord
Joined
Sep 6, 2008
Messages
124
Why are great commanders all alike? Wouldn't it make sense if a commander had its own strengths? I'm sure that it would take around .6 seconds for most of us to think up stats for an elven commander... and it would be a sweet idea for a hero or two.
 
Why are great commanders all alike? Wouldn't it make sense if a commander had its own strengths? I'm sure that it would take around .6 seconds for most of us to think up stats for an elven commander... and it would be a sweet idea for a hero or two.

Bring on the ideas :D

(also check out this thread)
 
Seeing how more micro management probably won't be welcomed it would be logical to start out with minor changes.

"Captain Uldanor - Male/Human - Lanun -

* "Some men intend to live forever by being the greatest general ever, others by becoming the greatest artist, or sage, or explorer. Me? I intend to live forever by not dying." Words to his sailing master after fleeing the Battle of the Dire Straits."
- Taken from xienwolfs "who are the great people"

A great commander as it is now, but he'll lose the + 1 strength
:fair winds, 10 gold per kill and heroic defense I.
Such stats could fit a survival oriented commander.

"# K'thun - Male/Elven - Svartalfar -

* Look, battles are easy. Humans want to complicate things, but all that you really have to do is shoot the enemy in the back. If you cannot get behind the enemy, bribe them to shoot one another in the backs for you."

- "who are the great people again"

xx% attack in forrests, 2 first strikes and +1 poison dmg.

In order to bind great commanders together they might share an ability to cast "morale" or "heal light"

Balancing this is a pain, but the great general mechanic could be reactivated and give an alternative to wonderspawned units. GPs would be more defined and integrated in gameplay.
 
I'm all for any changes to Great Commanders. Right now they are too rare to see any use, and too weak compared to other specialists for me to really want them. The only Great Commander I ever shoot for is the free one from Military Strategy.
 
I'm all for any changes to Great Commanders. Right now they are too rare to see any use, and too weak compared to other specialists for me to really want them. The only Great Commander I ever shoot for is the free one from Military Strategy.

:lol: yea the "poor man's orthus' axe (with added XP bonus)"
 
How do we keep commanders from being"just "items"? Should "command posts" be a spell building to be removed when the caster leaves city? Should they only be able to join lvl 6 units, but then be able to take their own unique promos and keep them when they leave?
 
One great idea someone had (possibly in this thread, didn't check) was to have the commander himself be the one gaining the extra XP and special promotions. Then when you pluck him off the unit, he carries the Promotions and XP with him to the next unit. It would make them still be SORT OF items, but they are items which evolve themselves over time.

And it'd be one hell of a fun set of code to write ;)
 
If one could give them, lets say, melee promos. Then joining with heroes would be a no go.
And lets say that a player got lucky and acquired one around the time of spitting out his first axemen. The commander then gain a bunch of levels and choses CR I-II-III, could he then strip the axeman of the commander and reattach to a horse archer?

Should they keep the +1 exp?
 
The Commanders under this scheme would have their own, unique, promotion line available to them.

...which may be used in part to reflect their "Command Personality" that develops as they gain experience of leading troops in combat.

For instance, two mutually exclusive promotions may exist to represent whether the commander is Cautious or Impetuous - granting either bonus First Strikes or Attack Strength respectively. Lots of things can be done there - especially with the "ExcludesPromotion" tag which can be used to prevent nonsensical personalities...
 
Would it be possible for a commander to provide XYZ Promotion to all units in a stack... i.e. leading them?

Say,

Cautious 1, +1 first strike chance
Cautious 2, +2 first strike chance
Cautious 3, +3 first strike chances to HIS unit) AND gives +1 first Stike chance to all units in the stack.

Impetuous 1, +1 attack to HIS unit
Impetuous 2, +2 attack to HIS unit
Impetuous 3, +3 attack to HIS unit AND +1 (Or X%) attack strength to entire stack.

Actually I think it would be MORE interesting to see them be the opposite.

Cautious 1, +1 first strike chance to all Units in stack EXCEPT the commander Unit
Cautious 2, +2 first strike chance to all Units in stack EXCEPT the commander Unit
Cautious 3, +3 first strike chances to all Units in stack EXCEPT the commander Unit AND gives +1 first Stike chance to the Commander Unit.

Impetuous 1, +1 attack to all Units in stack EXCEPT the commander Unit
Impetuous 2, +2 attack to all Units in stack EXCEPT the commander Unit
Impetuous 3, +3 attack to all Units in stack EXCEPT the commander Unit AND +1 (Or X%) attack strength to The commander Unit

The 2nd suggestion keeps it mroe in line with Commanding, and less in line with becoming a 1 Man Super Hero, which is what all my commanders turn into currently.


Hmm if a Stack is too powerful, I wonder if it could be done to apply to a limited number of troops in the stack... say 3ish.
 
How about you just make generals a unit so they can be assisinated a bit easier? That way, we can try Breez's second general idea and still make it somewhat balanced.
 
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