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Post by Washington on Mar 25, 2016 14:15:26 GMT
I want everyone to create a good skill that Easytech couldn't conjure up. The rules are 1. Obviously cannot be similar to a skill already made 2. Has to work with at least one type of unit 3. Does not nullify existing skills 4. Apart from that FREEDOM OF INNOVATION
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Post by Davout on Mar 25, 2016 15:05:42 GMT
Bunker- Protects troops over 200 damage (so basically Nuke shield)
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Post by NetherFreek on Mar 25, 2016 15:08:15 GMT
leader.
lvl 1, morale won't drop when health is above 75% lvl 2, morale won't drop when health is above 50% lvl 3, morale won't drop when health is above 25% lvl 4, morale won't drop when health is above 0%
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Post by cardbattler on Mar 25, 2016 15:42:58 GMT
Diplomat Chance to make an enemy unit neutral, or make a neutral unit allied, for 2 turns, in a range of 1. (the unit will revert back to original if attacked by you) (a reverted unit can be affected again) Chances are 4% at level 1, 8% at level 2, 12% at level 3, and at level 4 it makes the change of alliance 3 turns.
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Post by Washington on Mar 25, 2016 16:16:00 GMT
As NetherFreek, and cardbattler, have come up with idea I have Logistics miracle (something like that) lv1: Immediately regains +25 health when below 10% of health (4% chance) lv2 : Immediately regains +50 health when below 10% (8% chance) lv3: Immediately regains +75 health when below 10% (10% chance) lv4: Immediately regains full health when below 5% (15% chance) cost: 200, 400, 600, 1500
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Post by Washington on Mar 25, 2016 16:19:17 GMT
leader. lvl 1, morale won't drop when health is above 75% lvl 2, morale won't drop when health is above 50% lvl 3, morale won't drop when health is above 25% lvl 4, morale won't drop when health is above 0% SO lv4 is like leadership in EW4
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Post by NetherFreek on Mar 25, 2016 16:24:19 GMT
leader. lvl 1, morale won't drop when health is above 75% lvl 2, morale won't drop when health is above 50% lvl 3, morale won't drop when health is above 25% lvl 4, morale won't drop when health is above 0% SO lv4 is like leadership in EW4 yes
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Post by Horatio Nelson on Mar 25, 2016 17:17:23 GMT
Guardsman Gives units an extra single formation of line Infantry for defense and attack. All units except for ships.
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Post by Deleted on Mar 25, 2016 23:45:04 GMT
Nuke Shield Can't get hurt from Air attack Add how many heath we want in our General More then 5 Skills
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Post by kanue on Mar 26, 2016 4:25:29 GMT
Critical Strike 4/8/12/16 % chance to deal 1.5x damage
Expose Deals 5/10/15/20 additional damage to enemy unit that stay on plain.
Coup de Grace Deals 5/10/15/20 additional damage to enemy unit whose health below 35%.
Anti Air Enhances the effectiveness of anti air defend where the general is staying by 5/10/15/20 %
Threatening 4/8/12/16 % chance that the enemy will be disabled on the next round. (only work on attacking phase, like Assault art)
Rapid March Increases movement by 2/4/6/8 if the unit has not taken any damage since the previous round.
Last Stand Reduce the damage penalty from health loss by 20/40/60/80 %
Terrain Expert Receives additional 25/50/75/100 % bonus damage reduction from terrain.
Defense Art Reduces all incoming damage by 1/3/5/7. The damage cannot be reduced below 1.
Air General skills
Radar Increases air force operation range by 1/2/3/4
Air Power Reduces the cost of airstrike, bomber, and strategic bomber by 4/8/12/16 %.
New general's role; Support Skills
Charisma Increases all surrounding unit's damage output by 3/6/9/12
Medic All surrounding units regain 1/2/3/4 health each rounds
Since infantry units are so underpowered that infantry generals are not so useful, I add some infantry exclusive skills to compensate the unit type's weakness and make infantry general more attractive.
Maneuver (infantry) The commanded infantry unit take 8/16/24/32 % less damage from armored and artillery units.
Saboteur (infantry) The commanded infantry unit deal additional 5/10/15/20 damage to armored unit.
Regroup (infantry) The commanded infantry unit regain 3/6/9/12 health each round.
Assassination (infantry) The commanded infantry deals additional 6/12/18/24 damage to infantry.
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Post by Singlemalt on Mar 26, 2016 5:42:52 GMT
Lol kanue, you were already working on this or what?
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Post by Horatio Nelson on Mar 26, 2016 7:47:14 GMT
Guardsman Gives units an extra single formation of line Infantry for defense and attack. All units except for ships. sorry this is EW4 related.
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Post by cardbattler on Mar 26, 2016 10:19:11 GMT
So kanue came up with infantry-buff skills, and a bunch of others. I'll go with these, then. Flattop Commander -Extend aircraft carrier's attack range by 2, aircraft carrier attacks gain Air Strike (Fighter's ability: deal 40% more damage against infantry), also have a chance to surpass air defense (AA guns). Chances are 5-10-15-20%. Submariner -Submarine will ignore enemy units in moving. Take 15/12/10/8% extra damage from destroyer, 20/30/40/50% less damage from bombings, 50/60/70/80% less damage from land units, fortress and battleships. Torpedo expert -Commanded destroyer gains Torpedo (200% damage to battleships and carriers), destroyer and submarine can attack target 2 hexes away, but the hit chance are 2/4/6/8%. Ramming -Warship can move directly on enemy's position. both side's health will be reduced by (lowest HP x1.5). reduce ramming damage by 20/30/40/50% when ramming land units, have 50/40/30/20% chance to fail against submarines (if failed, submarine will be pushed by a hex, if none available, will be the nearest 2 hex, if none nearby, then cannot fail.)
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Post by Washington on Mar 26, 2016 11:27:43 GMT
Horatio Nelson, your idea (converted to WC3) could be this lv1: light infantry immediately takes your place when general dies lv2: assault infantry immediately takes your place when general dies lv3: Motorized infantry immediately takes your place when general dies lv4 Commando immediately takes your place when general dies
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Post by Washington on Mar 26, 2016 14:33:29 GMT
Critical Strike4/8/12/16 % chance to deal 1.5x damage ExposeDeals 5/10/15/20 additional damage to enemy unit that stay on plain. Coup de GraceDeals 5/10/15/20 additional damage to enemy unit whose health below 35%. Anti AirEnhances the effectiveness of anti air defend where the general is staying by 5/10/15/20 % Threatening4/8/12/16 % chance that the enemy will be disabled on the next round. (only work on attacking phase, like Assault art) Rapid MarchIncreases movement by 2/4/6/8 if the unit has not taken any damage since the previous round. Last StandReduce the damage penalty from health loss by 5/10/15/20 % Terrain ExpertReceives additional 25/50/75/100 % bonus damage reduction from terrain. Defense ArtReduces all incoming damage by 1/3/5/7. The damage cannot be reduced below 1. Air General skillsRadar Increases air force operation range by 1/2/3/4 Air PowerReduces the cost of airstrike, bomber, and strategic bomber by 4/8/12/16 %. New general's role; Support SkillsCharismaIncreases all surrounding unit's damage output by 3/6/9/12 MedicAll surrounding units regain 1/2/3/4 health each rounds Since infantry units are so underpowered that infantry generals are not so useful, I add some infantry exclusive skills to compensate the unit type's weakness and make infantry general more attractive. Maneuver (infantry) The commanded infantry unit take 8/16/24/32 % less damage from armored and artillery units. Saboteur (infantry) The commanded infantry unit deal additional 5/10/15/20 damage to armored unit. Regroup (infantry) The commanded infantry unit regain 3/6/9/12 health each round. Sniper (infantry) The commanded infantry deals additional 6/12/18/24 damage to infantry. kanue, I hate to say this but sniper is already in WC3 in commandos plus terrain expert nullifies plain, jungle, desert and mountain fighting (dont know about street)
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