Post by Boaster on Oct 18, 2009 7:25:30 GMT -6
I am going to try to re-engineer a couple of spells, Roulette and Change of Fate, to do something that's different than just another army buff spell.
Change of Fate
New effect: Switch around the hit points of the enemy army and the caster's army, based on percentage of hit points. Chosen units will be randomly determined. Some units may go unchanged.
Usefulness: Coming into a battle with a weakened army, your army can potentially reverse the fates of the armies by switching around hit points.
Roulette
Instantly kill one unit (or reduce HP to 1 for Leaders, Heirs and Special Champions) on each side.
Possible usefulness: Eliminate an enemy mage, Legendary Creature at the cost of one of your units.
Possible limitations: Based on the level of the unit picked in your army, will determine the possible targets of equal or lesser level within the enemy army.
OR
One unit from each side will do HP damage equal to their respective current health. Your picked unit has 50 current HP, and the enemy picked unit has 30 HP. The enemy unit takes 50 damage and your unit takes 30 damage.
The unit with the most HP wins, but not without being hurt himself.
In this manner, if a Leader, Heir or Special Champion were on the short end of the stick it would be reduced to 1 HP, regardless of the enemy current HP amount. The enemy unit would lose HP equal to the Lord's minus 1.
Gamble
50% chance to: +4 Attack/Armor to target friendly unit and -4 Attack/Armor to caster.
50% chance to: -4 Attack/Armor to target friendly unit and +4 Attack/Armor to caster.
OR
50% chance to: Take half caster Attack/Armor and apply it to target.
50% chance to: Take half target Attack/Armor and apply it to caster.
Possible usefulness: Make a Wizard more of a Warrior or make a Warrior more of a Wizard and make a Wizard weaker or a Warrior stronger.
Hand of Fate
Success changed to: 50+3X%.
Possible change: Damage type inflicted randomized between every faith. Possibility of dealing 1X Air, Chaos, Death, Earth, Fire, Life, Order or Water based damage and then 1X damage that ignores resistance.
Make the spell less of a guarantee, even with a Level 15 caster.
Possible usefulness: Can potentially wipe out an enemy by dealing damage by a feared magic, or only potentially do little damage with a more target friendly magic type.
I think all of these would be excellent changes. I will more than likely do all of them. But a search for feedback, general input, or an open discussion would be appreciated.
Change of Fate
New effect: Switch around the hit points of the enemy army and the caster's army, based on percentage of hit points. Chosen units will be randomly determined. Some units may go unchanged.
Usefulness: Coming into a battle with a weakened army, your army can potentially reverse the fates of the armies by switching around hit points.
Roulette
Instantly kill one unit (or reduce HP to 1 for Leaders, Heirs and Special Champions) on each side.
Possible usefulness: Eliminate an enemy mage, Legendary Creature at the cost of one of your units.
Possible limitations: Based on the level of the unit picked in your army, will determine the possible targets of equal or lesser level within the enemy army.
OR
One unit from each side will do HP damage equal to their respective current health. Your picked unit has 50 current HP, and the enemy picked unit has 30 HP. The enemy unit takes 50 damage and your unit takes 30 damage.
The unit with the most HP wins, but not without being hurt himself.
In this manner, if a Leader, Heir or Special Champion were on the short end of the stick it would be reduced to 1 HP, regardless of the enemy current HP amount. The enemy unit would lose HP equal to the Lord's minus 1.
Gamble
50% chance to: +4 Attack/Armor to target friendly unit and -4 Attack/Armor to caster.
50% chance to: -4 Attack/Armor to target friendly unit and +4 Attack/Armor to caster.
OR
50% chance to: Take half caster Attack/Armor and apply it to target.
50% chance to: Take half target Attack/Armor and apply it to caster.
Possible usefulness: Make a Wizard more of a Warrior or make a Warrior more of a Wizard and make a Wizard weaker or a Warrior stronger.
Hand of Fate
Success changed to: 50+3X%.
Possible change: Damage type inflicted randomized between every faith. Possibility of dealing 1X Air, Chaos, Death, Earth, Fire, Life, Order or Water based damage and then 1X damage that ignores resistance.
Make the spell less of a guarantee, even with a Level 15 caster.
Possible usefulness: Can potentially wipe out an enemy by dealing damage by a feared magic, or only potentially do little damage with a more target friendly magic type.
I think all of these would be excellent changes. I will more than likely do all of them. But a search for feedback, general input, or an open discussion would be appreciated.