Mostly another idea for age of wonders IV, when and if Triumph develops it.
- Keep track of health of individual soldiers in units.
This turned out to be a great game feature from 40K Sactus Reach and Battlesector.
Each unit is comprised of multiple separate entities or models, each of them have their own health pool and make their own attacks.
There are several interesting consequences to this.
1. Certain weapons and units will be much better suited at dealing with higher tier units as opposed to lower tiered ones comprised of many individuals.
The world's most powerful assassin with daggers that does 50 damage per swing can kill a dragon in one round, but will barely scratch a militia squad.
Conversely a dragon's breath would wipe out entire units of lower tier units in one swoop as it has uncapped number of targets.
2. Lower tier unit can get late game upgrade allow them to merge, thus prevent them from becoming obsolete.
T1 and T2 unit can start out with 5 members which then can be upgrade to 10 members in mid game, finally again to 20 members in the late game.
These larger groups can be formed by merging existing units on the strategic map, or produced directly.
3. Firepower of lower tier units decrease as they take damage, but not as much for higher tier units.
Because higher tier units are comprised of less model with individually higher health, they will drop models only if they are at very low health.
There would be a tactical advantage to focus fire on high tier units (especially single entity like heroes or T4 monsters).
- terrain can be effected by status.
This is an idea from divinity series. Basically different terrain types have different status resistance.
Status effects that affect units also applies onto the terrain they said on if the ground fails the save.
For example, a spell may cover say, 7 hex or so in oil, slowing units in it, but if it's raining and the ground is wet, this spell may not work on all those hexes, or last as long.
If a fire spell subsequently target a hex covered in oil, it has a high chance of igniting that hex, which can than spread to all adjacent oiled hexes, creating a large wall of fire.
Another example is that a battle takes place in the domain of wetland spell may have many hexes of wet muddy ground, which slows down units.
If a lighting spell target one of these hexes, it has a high chance of electrifying the hex, which then spread to adjacent wet hexes, stunning every unit in those hexes.
This allow clever use of magic to turn the tide against even armies that could not be defeated in normal circumstances.
In addition, trees and other obstacles may have hit-points. doing a lot of damage may knock down down making the hex passable.
Ice should also have a HP pool, depleting it would cause the ice to crack and destroy units standing on it.
But ice hexes should also have a large amount of armor, so that only heavy physical attack or fire can affect it.
That's it for now. If I come across anything else I will post them here.
Have you found anything that AOW can learn from as well ?
- Keep track of health of individual soldiers in units.
This turned out to be a great game feature from 40K Sactus Reach and Battlesector.
Each unit is comprised of multiple separate entities or models, each of them have their own health pool and make their own attacks.
There are several interesting consequences to this.
1. Certain weapons and units will be much better suited at dealing with higher tier units as opposed to lower tiered ones comprised of many individuals.
The world's most powerful assassin with daggers that does 50 damage per swing can kill a dragon in one round, but will barely scratch a militia squad.
Conversely a dragon's breath would wipe out entire units of lower tier units in one swoop as it has uncapped number of targets.
2. Lower tier unit can get late game upgrade allow them to merge, thus prevent them from becoming obsolete.
T1 and T2 unit can start out with 5 members which then can be upgrade to 10 members in mid game, finally again to 20 members in the late game.
These larger groups can be formed by merging existing units on the strategic map, or produced directly.
3. Firepower of lower tier units decrease as they take damage, but not as much for higher tier units.
Because higher tier units are comprised of less model with individually higher health, they will drop models only if they are at very low health.
There would be a tactical advantage to focus fire on high tier units (especially single entity like heroes or T4 monsters).
- terrain can be effected by status.
This is an idea from divinity series. Basically different terrain types have different status resistance.
Status effects that affect units also applies onto the terrain they said on if the ground fails the save.
For example, a spell may cover say, 7 hex or so in oil, slowing units in it, but if it's raining and the ground is wet, this spell may not work on all those hexes, or last as long.
If a fire spell subsequently target a hex covered in oil, it has a high chance of igniting that hex, which can than spread to all adjacent oiled hexes, creating a large wall of fire.
Another example is that a battle takes place in the domain of wetland spell may have many hexes of wet muddy ground, which slows down units.
If a lighting spell target one of these hexes, it has a high chance of electrifying the hex, which then spread to adjacent wet hexes, stunning every unit in those hexes.
This allow clever use of magic to turn the tide against even armies that could not be defeated in normal circumstances.
In addition, trees and other obstacles may have hit-points. doing a lot of damage may knock down down making the hex passable.
Ice should also have a HP pool, depleting it would cause the ice to crack and destroy units standing on it.
But ice hexes should also have a large amount of armor, so that only heavy physical attack or fire can affect it.
That's it for now. If I come across anything else I will post them here.
Have you found anything that AOW can learn from as well ?