DeletedUser2029
Proposal:
add player's avatar on the battlefield as a non-fighting unit, but with access to some tactical enhancements (based on the experience system)
Have you Checked the Ideas section for the same idea posted by someone else? Is this idea similar to one that has been previously suggested?
none based on the proposed principle
Reason:
instead of the current "every man for himself" fighting system, why not add some perks to make it look like a real army.
Details:
adding players avatar on the battlefield would be a neat trick but not really necessary for this idea. what is necessary is a "book of tricks".
based on the experience system (or buying them for medals), players unlock certain perks that they can use before and during battle, e.g:
- the ability to move units from their starting position to a new position for a certain amount of hexes (based on the strength of that perk) before the battle starts
- boost a morale of a certain unit, so that it causes max damage in the next move (how many times during battle you can do this depends on the level of that perk)
- chained units - e.g. 3 or more archer-type units fire at the same time but at a single opposing unit,
or 3 or more infantry units (light and heavy), if they are placed in adjoining hexes, share the damage inflicted to one of them (each is deducted only one-third of the total damage)
- the ability to place traps or obstacles,..... stuff like that
IMPORTANT, this avatar is a NON-FIGHTING unit and use of all proposed perks (and many more possibly) is strictly limited on the duration of the battle (no experience for fighting units and permanent upgrades)
Visual Aids:
to vague to be that specific
Balance:
it has possibly zero-effect on anything else game related, but if implemented it would "only" require additional programming to develop and "improve" the battle system.
Abuse Prevention:
it's meant for heavy PvPers but I'm not considering it as an abuse because the point of this game is to reward active players and even then I'm not proposing the introduction of "monster units" only options for players to be more "sneaky".
plus, now we have the option to collect medals from great buildings, so even the nonPvPers have an easy access to these perks
as for diamond players (and heavy PvPers in general), limit the amount of perks and their upgrades per age...
Summary:
for me, the current battle system resembles to much to chess, every ability of every unit is known to everybody, and although the need to be a tactician is present, there are no real surprises.
I know that the point of this game isn't war and conquering, but that does not mean there's no place for it or that is absolutely necessary for it to be overly simplistic.
add player's avatar on the battlefield as a non-fighting unit, but with access to some tactical enhancements (based on the experience system)
Have you Checked the Ideas section for the same idea posted by someone else? Is this idea similar to one that has been previously suggested?
none based on the proposed principle
Reason:
instead of the current "every man for himself" fighting system, why not add some perks to make it look like a real army.
Details:
adding players avatar on the battlefield would be a neat trick but not really necessary for this idea. what is necessary is a "book of tricks".
based on the experience system (or buying them for medals), players unlock certain perks that they can use before and during battle, e.g:
- the ability to move units from their starting position to a new position for a certain amount of hexes (based on the strength of that perk) before the battle starts
- boost a morale of a certain unit, so that it causes max damage in the next move (how many times during battle you can do this depends on the level of that perk)
- chained units - e.g. 3 or more archer-type units fire at the same time but at a single opposing unit,
or 3 or more infantry units (light and heavy), if they are placed in adjoining hexes, share the damage inflicted to one of them (each is deducted only one-third of the total damage)
- the ability to place traps or obstacles,..... stuff like that
IMPORTANT, this avatar is a NON-FIGHTING unit and use of all proposed perks (and many more possibly) is strictly limited on the duration of the battle (no experience for fighting units and permanent upgrades)
Visual Aids:
to vague to be that specific
Balance:
it has possibly zero-effect on anything else game related, but if implemented it would "only" require additional programming to develop and "improve" the battle system.
Abuse Prevention:
it's meant for heavy PvPers but I'm not considering it as an abuse because the point of this game is to reward active players and even then I'm not proposing the introduction of "monster units" only options for players to be more "sneaky".
plus, now we have the option to collect medals from great buildings, so even the nonPvPers have an easy access to these perks
as for diamond players (and heavy PvPers in general), limit the amount of perks and their upgrades per age...
Summary:
for me, the current battle system resembles to much to chess, every ability of every unit is known to everybody, and although the need to be a tactician is present, there are no real surprises.
I know that the point of this game isn't war and conquering, but that does not mean there's no place for it or that is absolutely necessary for it to be overly simplistic.