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Man down!
Posted: Wed Oct 17, 2007 7:03 am
by :) Da Cid (: McCl
Has there ever been a plugin where, when your troops get really damaged (ie. red), they move slower and attack a little worse?
I was experimenting with this in case Will and I wanted to implement it into Rabican's Last Stand (not going to happen, now), and got bored just after I'd made a kinda mock up for it. Just wondering, are there any other plugins with a system like this?
Done with artifacts, by the way.
-TGP-
Posted: Wed Oct 17, 2007 8:55 am
by Baron LeDant
Well obviously in Mazz 6 theres the artifact that makes mazz slower in both moving speed and attack speed.
Can't you adjust the berserk fraction so when a unit gets to a certain level of health it attackls slower? I'm sure you already know that berserks when red health attack as quickly as a fully vetted berserk will, so it seems obvious that you could alter this. I have no idea if you can make it degrade a certain amount at one health level and again at another, again I don't know whether its possible to use this to lower a units basic speed either.
Might get into all sorts of problems when you heal the unit too, will a unit go back to its fully fit self or not?
Posted: Wed Oct 17, 2007 12:12 pm
by Khadrelt
The berserk fraction makes the units go nuts and attack anything nearby, friend or foe, when they reach that level - a la Myrkridia.
The tag that makes them fight harder when damaged is just a checkbox - Experience Proportional to Damage. I don't think this can be reversed.
Posted: Wed Oct 17, 2007 4:46 pm
by lank
the "experience proportional to damage" flag is what ledant was talking about, though. i'm not sure there's a flag for the inverse, but it would be kind of cool. albeit the feedback effect of getting beaten up making it easier to be beaten up would make the game a fair bit harder...
it should be possible with scripting and artefacts, but i'm not at all sure it can be done with unit flags...
Posted: Wed Oct 17, 2007 4:58 pm
by gugusm
Hey, cool idea, and I think the only way to make it is by artifatcts.
Posted: Thu Oct 18, 2007 11:52 am
by vinylrake
On the other hand that effect is already kind of in place (the inverse) with the whole vet thing.
If you make people with more kills fight better AND make damaged units fight less well it could _really_ skew the game play - a vetted unit in good health is going to have a huge advantage over a non-vetted injured unit.
Posted: Thu Oct 18, 2007 8:09 pm
by Baron LeDant
Well uhhh... isn't that the whole point?
But yeah I think it'd be better for the sake of gameplay to make any effects minimal. It would be funny to see a 10% health trow do about as much damage as a maul when fighting though