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Post by Conrad von Hotzendorf on Apr 15, 2016 14:36:46 GMT
So if anyone ever thought about making up some weird debuff or just brand new skills for a general do so here
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Post by Jean Lannes on Apr 16, 2016 5:15:43 GMT
Maybe some exclusive skills? Lannes would have V. Corps giving him +1 movement and +1 attack because he was often in front of Napoléon's army
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Post by Jean Lannes on Apr 16, 2016 5:16:21 GMT
Maybe some skills that make fortresses more useful. Maybe extending the range to 3 hexes?
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Post by Arya Stark on May 14, 2016 22:42:39 GMT
That wouldnt be exactly practical, as you rarely face Fort Commanders. (Expedition Russia 1812 is an exception) But it would help if you are farming using Serbia 1809 with a fort comm
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Post by Jean-Luc Picard on May 14, 2016 23:49:33 GMT
A range adding skill (I'd say sniper, but wrong era) would be nice. And maybe a "whiplash" skill that gives all units the Rocket "splash" effect
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Post by Arya Stark on May 15, 2016 0:45:23 GMT
Jean-Luc Picard, Some things I want to add: (In general to the game and skills) 1) If Whiplash was a skill, it should apply to all arty troops and maybe even navy ships. (Fire damage is negligible, so it wont be a problem.) 2) Another skill could have something to do Increasing land troops effectiveness on the sea (Kinda like Sailor in WC3) 3) Navy and Cav each need a 4th skill. Arty and Inf already have it, so why not? 4) I think Nobleman should be removed... wtf does it do?! So dam useless 5) Ottoman commanders should have more skills. I would give Pasha formation and Selim III Economic Master (lol I had to mention it ) 6) Navy 4th skill: Give it Disguise and the effect would be take less damage from fort units (Change Disguise's name to Bunker) 7) Any Ideas for a 4th Cav skill?
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Post by Jean-Luc Picard on May 15, 2016 2:40:19 GMT
Navy might have minelayer skill, which lets them deploy mines. Any unit that hits a mine loses health. For Cavalry we might have Hussar, which gives an x% chance to avoid retaliation
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Post by golitsynthebeast on May 15, 2016 5:03:25 GMT
Here are some things I think would like to add:
1. Fortress skill: Fragmentation rounds - ~50% chance to occur. From the unit that was hit, 10% of the damage from total damage taken goes to random 3 hexagons. 2. Cavalry skill: Courage/Bravery - 2x chance for a charge to decrease morale. If the charge was succsecfull, the unit gets good morale no matter what. 3. Infantry skill: Last stand - If total health of the unit is >30%, unit takes only 50% damage of total damage taken. 4. Scout - If a general is stationed in the wilderness, doubles the total healing of the unit. 5. Iron eyes - ~10% chance to occur. When the general is attacked, he attacks first, than the attacker, than the retaliation (Defender, Attacker, Defender). 6. Counterattack - 20% chance to occur. If a general retaliated for more than 50% of the total attacker's health, the attacker gets double bad morale (probably too much). 7. Navy skill - Fisherman (Because why not) - General produces 50 food if his turn ended in water. Useful in SNS missions tho.
What do you people think?
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Post by Jean Lannes on May 15, 2016 5:16:04 GMT
A range adding skill (I'd say sniper, but wrong era) would be nice. And maybe a "whiplash" skill that gives all units the Rocket "splash" effect actually that wouldn't be unrealistic. At Waterloo there were snipers, they used Baker Rifles
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Post by Jean Lannes on May 15, 2016 5:18:20 GMT
Here are some things I think would like to add: 1. Fortress skill: Fragmentation rounds - ~50% chance to occur. From the unit that was hit, 10% of the damage from total damage taken goes to random 3 hexagons. 2. Cavalry skill: Courage/Bravery - 2x chance for a charge to decrease morale. If the charge was succsecfull, the unit gets good morale no matter what. 3. Infantry skill: Last stand - If total health of the unit is >30%, unit takes only 50% damage of total damage taken. 4. Scout - If a general is stationed in the wilderness, doubles the total healing of the unit. 5. Iron eyes - ~10% chance to occur. When the general is attacked, he attacks first, than the attacker, than the retaliation (Defender, Attacker, Defender). 6. Counterattack - 20% chance to occur. If a general retaliated for more than 50% of the total attacker's health, the attacker gets double bad morale (probably too much). 7. Navy skill - Fisherman (Because why not) - General produces 50 food if his turn ended in water. Useful in SNS missions tho. What do you people think? Not bad, I'd say change the regenerating health thing from doubling to only adding like 5 extra health
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Post by Marshal Hugh Dowding on May 15, 2016 6:58:49 GMT
for inf Commander: 20% chance to occur, the general and the inf units surroinding a targeted enemy unit attack together, with only the general receiving retaliation
Cav: piercing 20% chance to occur the cav unit the gen is on hits the units who are in a staright line, hitting up to 3 units.
navy: flanking 50% chancr to occur. if the enemy ship is flanked at its front and rear, the gen does +50% dmg to the enemy ship, if the enemy ship is totally surrounded, the gen does +100% dmg to the enemy ship
trick can be used every 2 turns, stops the targeted enemy from moving
second wind allows units to move again , can be used to counter trick, can be used every 3 turns
rescue used every 3 turns, heals allied units, the amt healed is proportional to the general's rank.
what do u guys thinka abt these abilities?
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Post by Washington on May 15, 2016 12:17:04 GMT
Flaming Wrath When commanding a RA unit, The Splash damage is equivalent to the the targeted damage (20% chance to trigger)
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Post by Arya Stark on May 16, 2016 0:02:06 GMT
Navy might have minelayer skill, which lets them deploy mines. Any unit that hits a mine loses health. For Cavalry we might have Hussar, which gives an x% chance to avoid retaliation That would be good
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Post by Erich von Manstein on May 16, 2016 1:00:00 GMT
1. Crumble Posible for decrease morale to all units when commanding cavalry, not applicable for Leadership generals. 2. Firepower Deprive evasion when commanding navy.
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Post by Jean Lannes on May 17, 2016 1:15:28 GMT
1. Crumble Posible for decrease morale to all units when commanding cavalry, not applicable for Leadership generals. 2. Firepower Deprive evasion when commanding navy. Firepower would only impact ships in harbours correct?
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