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SUGGESTION: Faction specific Guardians

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10 years ago
Nov 1, 2015, 10:53:28 AM
Hello,



Guardians tend to play important role in the late game multiplayer matches and quite often everyone uses the same mix, and it's almost hard to tell who is playing which faction.

I was thinking about adding a guardian unit for each faction, that would represent its atmosphere and skills and at the same time would add additional flavor to the game.

Below I will describe the idea for the rules and some examplatory Guardians.



The overall idea is not to only add a new unit but to build some gameplay mechanics around it that would require the player to fullfill some faction specific objectives to be able to create guardian. The faction guardian would be the emanation of it's power, boosting additional powers related to the faction playstyle. These powers would affect both strategic and tactical aspects.





Main rules:


1. Each faction can build only one unique Guardian

2. When built, its location is showed to everyone for 1 turn

3. If your faction Guardian dies, you loose the game



Prequisites:


Each guardian would require faction specific prequisites. Those would be related to the faction overall themes and goals. Prequisite is not a cost - it's a condition you have to fullfill before the guardian can be built.



Cost: Faction guardians would be very expensive, costing resources related to the faction theme.



I will explain the rest by examples:





1. Vaulters: The Dreadnought







The Dreadnought is an ancient war machine, discovered below the deepest level of the mother vault, buried miles beneath the ground. It is controlled by the central computer and serves as a mobile base of the Vaulters.



Prequistes:

You must have 100 of each strategic resource

You have to have 80% of the faction quest completed



Skills:

Combat parameters: to be discussed, tough and heavy armored, slow and defensive unit



Strategic powers:

The Great Excavator: The Dreadnought original, forgotten purpose was to be a mobile, armored mining base. Therefore it generates 1 of each strategic resource for each hex it passes.

The Mountain Who Walks: The Dreadnought has a vaulters base inside of its massive structure and its mining equipement connects it to the vaulters network of tunnels. The vaulters units can teleport to the Dreadnought, as theywould to a city.

The Holy Engine: The Dreanought requires massive amount of energy to operate. It's powered by the powerfull engine that consumes the Holy Resource. Needs 5 units of your holy resource each turn.







2. Broken Lords: The Colossus



A huge statue, made of gold and dust - an emanation of the Broken Lords power and wealth.





Prequisites:

You must have the most dust among the players

You must have 25000 dust

You must have 80% of the faction quest completed



Skills:

Combat parameters: to be discussed



Strategic powers:

The Touch of Dust: Every hex that the Colossus passes permanently generates +5 dust (this mind sound overpowered, but bear in mind that it would have very low speed and would appear late game where it would not make such big of an impact, apart from fun)

The Soul Gatherer: Everytime a Broken Lord unit dies, its soul is transfered to the Colossus, increasing its combat capabilities



3. Necrophages: The Swarm Queen







An ancient being, the original broodlord of the Necrophages. Awaken from millenia of slumber it bring destruction to the lands of Auriga.



Prequisites:

You must have the most units among the players

You must have 100 total population



Cost: A city with population 10+ must be sacrificed





Skills:

Combat parameters: to be discussed



Strategic powers:

Breeder of legions: This guardian can produce units like a city. It has production equal to that of the sacrificed city.

The Ceaseless Hunger: Sacrifice 1 population every turn

The Path of Plague: Every hex that The Swarm Queen passess is covered by a cloud of plague vapors that damage passing non necrophage armies.



Thats it for now - I would love to hear your toughts and commentssmiley: smile
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10 years ago
Nov 1, 2015, 5:05:33 PM
I very much like the idea of faction-specific guardians, as opposed to what we have now which I do not find interesting. I'd much rather have Auriga's guardians show up by late game in global events as an additional consequence of the cataclysm.



I like you ideas, though I have not put much thought in the balance of it. The Forgotten could have a mist like entity that shrouds a city or an army and makes them invisible even with stealth detection, unless they are in a hex adjacent to an enemy.



Sadly though, I doubt there will be such an addition to the game. With the guardians being there and now the new guardian killers, I doubt we'll see faction specific guardians.
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10 years ago
Nov 2, 2015, 7:59:39 AM
The idea is nice. Perhaps it will be assimilated as a change to the current "FFA" guardian model or a combination of the two. We shall see ...
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10 years ago
Nov 5, 2015, 1:16:24 PM
It's fluff. Flavor. It would require big designer work. Big balance work. People would have to remember many new things that appear relatively rarely. I don't think this game needs more units, especially if those are very rare to see.
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10 years ago
Nov 5, 2015, 7:27:07 PM
ilitarist wrote:
It's fluff. Flavor. It would require big designer work. Big balance work. People would have to remember many new things that appear relatively rarely. I don't think this game needs more units, especially if those are very rare to see.




This guy gets it.
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10 years ago
Nov 6, 2015, 12:14:05 AM
As says Nike : Just do it.



So just mod it (I think it's not technically possible). No one will do it but yourself (Dorlann).
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