xerent
01-21-2004, 03:37 PM
Ok... so I cheated. This is a new unit and game mechanic all in one. Bear with me. ^^
First the game mechanic.
-- Rage. Rage is a variable unique to a formation. That is to say, all friendly units share the same rage value. Rage starts out as 0. Every blockable attack against an enemy unit (i.e. Rage is un-affected by unblockable attacks and focus spells) that is blocked increases the rage value exponentially as per the following formulae where rage = x.
x=x+4+(number of sucessive blocks^2). Rage cannot exceed 100.
If a blockable attack is sucessful against an enemy unit, rage is applied, and then reduced to 0.
One of the values of rage is that it acts as a counter-measure to blocking. Subtract rage from armor of a targeted enemy unit to get new armor. Example: Player 1 has accumulated 50 Rage. Player 1 then attacks a knight with a frontal assault. The knight's chances of blocking is reduced to 30% (80% natural - 50% rage = 30% chance of failure)
Another value of rage is that it adds power to your own units as per the following formulae where rage = x.
x=x+3(number of sucessive blocks)
If a blockable attack is sucessful against an enemy unit, rage is applied, and then reduced to 0.
Now, the unit.
-- Blood Shaman.
Power --
Armor 20
Blocking --
Focus: Enhancement (For both formulae, number of sucessive blocks is now treated as number of sucessive blocks+1)
Attack pattern: Like Cleric.
I recognize these numbers probably need tweaking, but I think this would accomplish a few things.
1) Give 'Turtle' formations some competition.
2) Reduce the chances of rediculous blockings,
3) Give Rise to new strategies. (Take the turtle formation again, you can attack his knights head on, or even a lightning ward to increase your rage, so you can kill a knight or two in one with with a pyromancer. )
First the game mechanic.
-- Rage. Rage is a variable unique to a formation. That is to say, all friendly units share the same rage value. Rage starts out as 0. Every blockable attack against an enemy unit (i.e. Rage is un-affected by unblockable attacks and focus spells) that is blocked increases the rage value exponentially as per the following formulae where rage = x.
x=x+4+(number of sucessive blocks^2). Rage cannot exceed 100.
If a blockable attack is sucessful against an enemy unit, rage is applied, and then reduced to 0.
One of the values of rage is that it acts as a counter-measure to blocking. Subtract rage from armor of a targeted enemy unit to get new armor. Example: Player 1 has accumulated 50 Rage. Player 1 then attacks a knight with a frontal assault. The knight's chances of blocking is reduced to 30% (80% natural - 50% rage = 30% chance of failure)
Another value of rage is that it adds power to your own units as per the following formulae where rage = x.
x=x+3(number of sucessive blocks)
If a blockable attack is sucessful against an enemy unit, rage is applied, and then reduced to 0.
Now, the unit.
-- Blood Shaman.
Power --
Armor 20
Blocking --
Focus: Enhancement (For both formulae, number of sucessive blocks is now treated as number of sucessive blocks+1)
Attack pattern: Like Cleric.
I recognize these numbers probably need tweaking, but I think this would accomplish a few things.
1) Give 'Turtle' formations some competition.
2) Reduce the chances of rediculous blockings,
3) Give Rise to new strategies. (Take the turtle formation again, you can attack his knights head on, or even a lightning ward to increase your rage, so you can kill a knight or two in one with with a pyromancer. )