Logo Platform
logo amplifiers simplified

two special abilities suggestion for Industrial era or later era artillery units

Reply
Copied to clipboard!
4 years ago
Nov 24, 2020, 1:29:16 AM
I would like to suggest some special abilities for Industrial era or later era artillery units. Such as smokescreen or chemical attack

1) smokescreen
-Can be deployed by artillery fire
-Causes little or no damage to units, but lower combat strength of nearby enemy units maybe? (historically smoke shells had sometimes very effective psychological effect on enemy morale)
-Limits sight for certain period of in-battle turns. (maybe two turns?)
-Units inside smokescreen cannot see adjacent tiles. However they can move to adjacent tiles or escape to unaffected tiles.
-Removes combat strength bonus of being on a tile of a variant of defensive structures, when attacking with a melee unit.
-Prevent enemy or friendly ranged attack, by blocking line of sight.
-Limited quantities of smoke shells. Maybe by following means.
    a) Each artillery unit has charges (only one or two per unit) in one battle. Firing smoke shells cost 1 charge. If no charge left artillery cannot deploy smoke screen. After battle is resolved, the charge is reset to the original number of charges.
    or
    b) Smoke shells must be separately produced in a city. Can be stockpiled. Can only supply certain amount of smoke shells to each battle, limiting total number of smoke screens. The amount is scalable to the number of artillery units. or alternatively it can be fixed if it is too much overpowered.

2) chemical attack
-A variant of Weapons of Mass Destruction, unlocked in Industrial era
-Can be deployed by artillery fire
-Causes little or no initial damage to units, but each affected tile causes damage to a unit on it for certain in-battle turn. (just like early ships on ocean tiles, maybe two turns?)
-Researching certain technologies (maybe something related to chemistry or medical improvement) give "Gas mask" unit status, reducing damage that a unit takes.
-Causes Grievance against Player. Maybe earn a diplomatic badge "Humanitarian Disaster"
-When directly attacking city, reduce 1 population in maybe one or two in-battle turn? This causes much more Grievance.
-Limited quantities of chemical shells.
    a) Chemical shells must be separately produced in a city. Can be stockpiled. Can only supply certain amount of chemical shells to each battle, limiting total number of chemical barrage. The amount is scalable to the number of artillery units. or alternatively it can be fixed if it is too much overpowered.


I also thought about an incendiary barrage, but did not figure out how to balance it. Practically it behaves similar to chemical attack, but with no or little diplomatic penalties. (Since International law does not specifically prohibit the use of napalm or other incendiaries against military targets, and only the use of such weapons against civilian targets is banned.)

How do you like smokescreen or chemical attack special ability?



 
Updated 4 years ago.
0Send private message
4 years ago
Nov 26, 2020, 4:28:34 AM
I can't directly comment on your post since how contemporary units function in battle has not been revealed yet. I will say that it is a good idea, and I think you might like how contemporary units work.
0Send private message
4 years ago
Nov 26, 2020, 4:46:32 PM

Indeed, this sounds like a great idea, however, it would require a morale system - something that i am pretty sure was not present in the opendev, with only "combat" being simulated through HP rather than morale.

0Send private message
4 years ago
Nov 26, 2020, 6:19:56 PM

There is a morale system, but it affects things on a larger scale like the war itself rather than individual units.

0Send private message
4 years ago
Nov 27, 2020, 1:01:18 AM
Eulogos wrote:
I can't directly comment on your post since how contemporary units function in battle has not been revealed yet. I will say that it is a good idea, and I think you might like how contemporary units work.

Ah thanks for letting us know that. I guess I have to wait for another OpenDev or Feature Focus videos in Youtube.

0Send private message
4 years ago
Nov 27, 2020, 1:25:07 AM
Histotoon wrote:

Indeed, this sounds like a great idea, however, it would require a morale system - something that i am pretty sure was not present in the opendev, with only "combat" being simulated through HP rather than morale.Instead of morale of each individual unit, giving combat strength penalty would be simpler, just like when attacking an enemy unit standing 

As Eulogos already said, there is a morale system in Humankind. However, instead of possessing morale gauge for each individual unit, it is more like a combination of "war score", "casus belli", and "war support" in games from Paradox Interactive. Simply put, Morale in Humankind increases as you stand victorious in numerous battles, as other factions have done something bad for you, or as your population supports the ongoing war.


And giving a combat strength penalty to affected units would be much simpler way to implement it. Just like those penalties you receive, when your unit is attacking an enemy unit standing on a higher ground or on a fortified structure (such as castle or city center with walls). In real life, psychologically affected troops would not perform nearly as good as fully inspired troops, so executing the effect of smokescreen in this way in Humankind also makes sense.

0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message