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Improvement Strategy to Injury System

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Neoman7741

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Improvement Strategy to Injury System

PostWed Feb 12, 2014 11:36 pm

This Topic is about the state of injuries in the game. I honestly love the idea because it adds flavor to an otherwise stagnant mercenary theme. I love the random occurrences and I think there is a lot of creative potential; however, the current system is well, not fun at all. Flavor aside the costs for healing can be a drag. I can understand the need for a money sink but this could be done better. Here are a couple ideas to curb the punches and give the flavor you are looking for.

No more than one injury per match, or have a timer between injuries. No one likes seeing their entire force writhing on the ground like sissies waiting to be sent to slaughter. It's not thematic, a serious injury suffered by a unit, the group coming to his aid and ultimately making a decision about his future.

If a mercenary is injured after a match there should be a chance for your “medic” to heal them for a reduced cost upfront. This would be an amount that is nearly half the cost (healing cards) it would otherwise be to heal a permanent injury.

The other option is to wait to see if the wound heals itself. Mercs that are injured should have an amount of time that they deal with the injury until it is healed by itself OR becomes permanent. Permanent Injuries would cost full price in Healing Cards to remove. A Coma however would never be permanent, just a timed amount.

Injured Units “Could” come back with small perks instead of negative injuries for fighting through the injury naturally. Image if a unit came back from a coma with something like “Visions of the Nether”. You could even have the positive perks cost healing cards to apply. (keeping your money sink intact)


All injuries Permanent or Not will reduce the AP cost of the unit. Perks should not be game-breaking obviously.


This can be tweaked but the general ideas are there. This also tells a story about your unit, you could even have generic Biography Notes on the unit. I think from a business standpoint this makes sense as well.
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Jormungandooo

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 1:23 am

Neoman7741 wrote:All injuries Permanent or Not will reduce the AP cost of the unit. Perks should not be game-breaking obviously.


No
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im think that this will be bad idea cause injury is punishment for death

about rest i think idea is rly nice
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Neoman7741

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 2:17 am

Your response is cryptic here, but ill take a crack at it.

It shouldn't be thought as a punishment first of all bc all your are doing is punishing players for playing a game where 9/10 times both sides will be wiped out. It should ADD to the experience not take away from it.

2ndly- AP cost reduction for injuries should be implemented because you should not pay full price for a gimped unit... ever.

Please edit your post so the pic is at least smaller, its a little obnoxious. I appreciate the feedback though.
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Dragon_Warrior

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 5:27 am

@Jormungandooo - :D

the problem is that even already there is one positive and one neutral wound.
Neutral is not a problem - but if disfigured is cumulative then we already have that can be game changing.
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Deep Blue

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 8:05 am

Neoman7741 wrote:Your response is cryptic here, but ill take a crack at it.

It shouldn't be thought as a punishment first of all bc all your are doing is punishing players for playing a game where 9/10 times both sides will be wiped out. It should ADD to the experience not take away from it.

2ndly- AP cost reduction for injuries should be implemented because you should not pay full price for a gimped unit... ever.

Please edit your post so the pic is at least smaller, its a little obnoxious. I appreciate the feedback though.


Unfortunately what you have been suggesting has been discussed more than once. I'll just give once again my opinion on the matter (which is the same as devs that have answered in the past btw):

injuries will never ever diminish the AP cost. Why? in one word: abuse. People trying to get the perfect injuries (im talking about the malus ones) to squeeze as many points as possible. I would love a necromancer with -DAM, -ACC or a crane with -WIL so i can squeeze in another skeleton warrior. Also the fact that you are adding another RNG element to the game, imagine people whining: omg i can't get this injury i want!! Not very realistic that you are hoping for "tactical" injuries.
Closed beta tester - Ram & Wolf player

Useful links:
AP army calculator (by Hod): http://dogsofwar.eu.pn/
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Dragon_Warrior

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 8:46 am

People trying to get the perfect injuries

but its already possible ;)
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Deep Blue

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 8:48 am

Dragon_Warrior wrote:
People trying to get the perfect injuries

but its already possible ;)


pretty sure it will be a cosmetic one soon....other than that i guess trying hard to get 1 in the end will be quite expensive and require lot of time.
Closed beta tester - Ram & Wolf player

Useful links:
AP army calculator (by Hod): http://dogsofwar.eu.pn/
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Dragon_Warrior

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 10:17 am

its hard but I already have one lev 1 skeleton with +1 fear... ist maybe not PoB/Worg/Golem but each 5% is nice ;)
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Deuzerre

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 10:33 am

Deep Blue wrote:injuries will never ever diminish the AP cost. Why? in one word: abuse. People trying to get the perfect injuries (im talking about the malus ones) to squeeze as many points as possible. I would love a necromancer with -DAM, -ACC or a crane with -WIL so i can squeeze in another skeleton warrior. Also the fact that you are adding another RNG element to the game, imagine people whining: omg i can't get this injury i want!! Not very realistic that you are hoping for "tactical" injuries.

It doesn't have to be a massive amount.

-1 AP won't allow you to squeeze an other guy in, except if you already had a margin of error. Furthermore, it's fairly limited: Only mages and fearless would be able to do this, all the others need their stats.

Maybe make it that after a certain number of cumulative wounds, the unit becomes a "cripple", causing a bunch of negative modifiers. Unhealed wounds...
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Dragon_Warrior

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Re: Improvement Strategy to Injury System

PostThu Feb 13, 2014 11:05 am

-1 AP won't allow you to squeeze an other guy in, except if you already had a margin of error. Furthermore, it's fairly limited: Only mages and fearless would be able to do this, all the others need their stats.

with -1 for any wound i take any number of -1 Will wounds for my undeads (its even better Vs lonewolf) and any number - ACC/STR for mages/necros ;)

the only opion would be totaly remade wound system forcing healing all wounds at one time when you cant choose with one you will keep and with won't.

Bravery was always the most ungrateful skill in whole Confrontation - usefull only Vs few factions and even then not so gamechanging ;)
Last edited by Dragon_Warrior on Mon Feb 24, 2014 3:39 pm, edited 1 time in total.
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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