Tactical Combat Damage and Unit Status Effects

I would like to see several additional damage types added to the tactical combat section of the game. Fire, cold and various weapon types of damage have already been included. I would like to see some Status effect types of damage added that could be either creature, item, or magic effects. Such Status effects are frequently seen in fantasy settings and add a new layer to tactical ( and sometimes strategic ) combat. The difference between them and just adding a bunch of additional tactical types of damage such as Acid, or Electical damage which really only differ in damage amount of damage and graphics effects( and perhaps resistance to particular damage types by some units), are significant. A Status effect will always effect a unit for several rounds in the tactical portion of the combat and often will have a persistant effect after a tactical combat battle has been concluded. Thus Status effect types of damage can have strategic as well as tactical implications in a game  Examples of such Status effects are given as follows:

1. Poison ( adds damage each round to poisoned unit(s) until units are cured of poison ), or unit the tactical phase of the combat ends ( or the unit dies ). Very potent poisons may also persistantly lower a unit's hit or damage points, reduce movement on the stretegic map, and do additional minor damage to a unit anytime it is involved in combat unit the poison is "cured".

2. Blindness ( Reduces effected units' attack stat(s) by 80 to 90 % and unit's defense stat by 40%. Movement is reduced by 60 % ) - This could be a persistant effect and would reduce movement on the stretegic map by 60%, unless accompanied by a "sighted" unit. 

3. Fear ( If unit fails Will Statistic Check by a very large amount, unit attempts to run from source of fear, or freezes in fear for the duration of the effect.  If unit fails a will statistic Check by a moderate amount the unit loses 50 % of it's attack stat(s) and 20 % of it's defense stat for the duration of the effect. If the unit fails it's will stat check by only a very small amount, it GAINS + 20% to it's defense stat(s) - thus this attack could actually work against the unit/player using it in some instances. Fear should be a pretty time limited effect and never last beyond the tactical combat phase. In this respect, it differs from other status effects.

4. Insanity ( Units failing a Mental Statistic or Will Statistic Check will (randomly) freeze in fear, attempt to break ranks and run, attack random adjacent unit with increased attack stats and lowered defense stats, or fall down and gibber mindlessly ) - This would be a powerful ongoing status effect which will effect units even after the tactical combat in which the effect was aquired, and will limit the players ability to control the units on the larger map ( Random chance each turn that unit will move in a random direction outside of player control on strategic map). Removal of this status effect on a unit requires either the unit going to an appropriate friendly temple to be healed, or the Sovergian/Mage would have to use magic to restore the unit to sanity.

5. Curses ( These would be powerful magic effects that permanently lower a particular stat on a unit until it is removed. )

6. Virilent diseases ( Like a curse, except, similar units in the same strategic square as the effected unit, may also contract the disease. - This effect should probably be one that can also be used against enemy towns and villages in a siege.) 

This is by no means an exhaustive list, but merely a suggestion to add another layer to better integrate the tactical and strategic elements of the game. For balance purposes, units, items, or spells that have the ability to create a status effect should be significantly more costly in resources to make or obtain, than similar items/spells/units that do not have these abilities.

Thanks for reading......

 

Rich

 

 

 

7,725 views 6 replies
Reply #1 Top

some too bold ideas

Reply #2 Top


I would like to see several additional damage types added to the tactical combat section of the game. Fire, cold and various weapon types of damage have already been included. I would like to see some Status effect types of damage added that could be either creature, item, or magic effects. Such Status effects are frequently seen in fantasy settings and add a new layer to tactical ( and sometimes strategic ) combat. The difference between them and just adding a bunch of additional tactical types of damage such as Acid, or Electical damage which really only differ in damage amount of damage and graphics effects( and perhaps resistance to particular damage types by some units), are significant. A Status effect will always effect a unit for several rounds in the tactical portion of the combat and often will have a persistant effect after a tactical combat battle has been concluded. Thus Status effect types of damage can have strategic as well as tactical implications in a game. 

Here are some examples of possible status effects:

  1. Poison adds damage each round to poisoned unit(s) until units are cured of poison, until the tactical phase of the combat ends, or the unit dies. Very potent poisons may also persistantly lower a unit's hit or damage points, reduce movement on the strategic map, and do additional minor damage to a unit anytime it is involved in combat until the poison is "cured".
  2. Blindness reduces effected units' attack stat(s) by 80 to 90% and defense stat(s) by 40%. Movement is reduced by 60 % This could be a persistant effect and would reduce movement on the stretegic map by 60%, unless accompanied by a "sighted" unit. 
  3. Fear - If unit fails Will Statistic Check by a very large amount, unit attempts to run from source of fear, or freezes in fear for the duration of the effect.  If unit fails a will statistic Check by a moderate amount the unit loses 50% of it's attack stat(s) and 20% of it's defense stat for the duration of the effect. If the unit fails its will stat check by only a very small amount, it GAINS + 20% to it's defense stat(s) - thus this attack could actually work against the unit/player using it in some instances. Fear should be a pretty time limited effect and never last beyond the tactical combat phase. In this respect, it differs from other status effects.
  4. Insanity - Units failing a Mental Statistic or Will Statistic Check will (randomly) freeze in fear, attempt to break ranks and run, attack random adjacent unit with increased attack stats and lowered defense stats, or fall down and gibber mindlessly. This would be a powerful ongoing status effect which will effect units even after the tactical combat in which the effect was aquired, and will limit the players ability to control the units on the larger map, perhaps by having a random chance each turn that unit will move in a random direction outside of player control on strategic map. Removal of this status effect on a unit requires either the unit going to an appropriate friendly temple to be healed, or the Sovereign/Mage would have to use magic to restore the unit to sanity.
  5. Curses would be powerful magic effects that permanently lower a particular stat on a unit until the curse is removed.
  6. Virilent Diseases would be similar to curses, except similar units in the same strategic square as the effected unit, may also contract the disease. This effect should probably be one that can also be used against enemy towns and villages in a siege.


This is by no means an exhaustive list, but merely a suggestion to add another layer to better integrate the tactical and strategic elements of the game. For balance purposes, units, items, or spells that have the ability to create a status effect should be significantly more costly in resources to make or obtain, than similar items/spells/units that do not have these abilities.

Thanks for reading......

Rich

End of quote

This quoting and light reformat should not be taken as a statement by the rewriter/reformater on the validity or usefulness of these ideas. O:)

Reply #3 Top

you could add

frenzy (+attack -defense / unit uncontrolable and attacks first unit in sight)

stubborn (+morale / defense)

hate (+morale)

frozen / petrified / stunned (unable to move)

drunken (immune to fear, - attack, + defense (cause they dont feel pain)

fanatic (immune to psychological effects, + attack speed)

immune to any psychological effects (undead units / machines etc.)

 

 

Reply #4 Top

I really think the devs should just stay closer to MoM game, since most people enjoy those rules.

Reply #5 Top

Quoting Grove12345, reply 4
I really think the devs should just stay closer to MoM game, since most people enjoy those rules.
End of Grove12345's quote

 

i agree to a certain point, but the game is nearly 30 years old - which means you should take it as a base-skeleton but improve / adjust to today, use the possibility we have and make it more versataile and complex while still keeping it simple to learn... i dont think a mom copy in a new skin will do the trick

Reply #6 Top

Quoting Grove12345, reply 4
I really think the devs should just stay closer to MoM game, since most people enjoy those rules.
End of Grove12345's quote

 

I disagree. I think they should give us the game they want to give us.  MoM and Civ are inspirations, not something to just update the graphics on and toss back out at us.  

I don't want to play MoM with newer graphics and a new art style.  I want to play E:WOM, which takes its inspiration from MoM, Civ, GalCiv, SoaSE, and whatever else they are getting inspiration and lessons learned from.  I fully expect Elemental to end up better than MoM and not just because of an updated graphics engine, but because it has 25 or so extra years of TBS history to build upon.