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Suggestion: allow injuries to heal over time.

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Deep Blue

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Re: Suggestion: allow injuries to heal over time.

PostThu Mar 27, 2014 10:05 am

the problem with injuries is that...they aren't an issue. Really...after unlocking all quests and questing regularly...i cannot understand people who have problems with injuries nor cyanide putting them in the game - as they are now.

How much money is bringing to cyanide selling healing cards? as i said in the past...i guess a very very small amount. So why not removing them? just reduce the ducats we gain at the price of removing the system.

Please, if any high renown player (15+) is broke because of injuries or feel they are having a big impact on its game/funds...say it now. To me they are just a very minor annoyance...
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Dragon_Warrior

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Re: Suggestion: allow injuries to heal over time.

PostThu Mar 27, 2014 10:45 am

they are funny right now - and their management is so minor that its completly fine to me.
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: Suggestion: allow injuries to heal over time.

PostThu Mar 27, 2014 11:35 am

Dragon_Warrior wrote:they are funny right now


care to elaborate? im missing the fun component. If you refer to war scar and so...yeah this is nice to have but the rest? totally minor impact.

injury system could be replaced by a button that you have to click 2-3 times at the end of every match and it will be as impactful as the current system :D
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Errol Flynn

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Re: Suggestion: allow injuries to heal over time.

PostThu Mar 27, 2014 12:14 pm

Deep Blue wrote:
Dragon_Warrior wrote:they are funny right now


care to elaborate? im missing the fun component. If you refer to war scar and so...yeah this is nice to have but the rest? totally minor impact.

injury system could be replaced by a button that you have to click 2-3 times at the end of every match and it will be as impactful as the current system :D


I would like some kind of injury system. I agree what we have now is pretty pointless. The only impact it has had is once I forgot to heal a -1 DOD on a guy, another time I forgot to re-select a guy I have healed from a coma.
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MomOw

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Re: Suggestion: allow injuries to heal over time.

PostThu Mar 27, 2014 2:24 pm

I agree that injuries are almost pointless, and not even nor included in a business model.

I would understand a business model based on injuries the same way as lifes in candy crush (limited free play, pay to continue)
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p122ab0y

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Re: Suggestion: allow injuries to heal over time.

PostThu Mar 27, 2014 7:07 pm

I like the slightly humorous injuries like disfigured and warscar (+1 to fear) and I'd like to see more of them.

Like the injury system (negative attrivutes), wouldn't it be cool to have other interesting random effects that result in battles? Here's some examples that come to mind:

1) pacifism- unit decides to walk the path of a pacifist and leave violence behind. The unit suffers -2 to DAM and remains in a permanent defensive stance.

2) Bloodthirsty/starvation- unit has not eaten in days and as a result becomes desperate and bloodthirsty. The unit suffers -2 to TOU and remains in a permanent offensive stance.

3) Amnesia- unit was struck in the head resulting in memory loss. The unit believes he is hercules and gains +1 to DAM but suffers -4 to WIL and.

5) punch-drunk- unit remains standing while unconsciounce after several knockout blows to the head. He gains fierce attribute but TOU is reduced to 0.

4) Hardboiled- unit has survived countless battles and developed a tough exterior. He gains hardboiled attribute (This would be OP but just for giggles).

5) Marathon- unit has become slim and nimble from combat. He suffers -2 DAM but +1 movement.

6) Bodybuilder- unit has become big and muscular from combat. He suffers -2 movement, but gains +2 DAM

(unit/company specific ones)

1) vegetarian- wolfen unit decides he does not like the taste of human flesh and decides to be a vegetarian. Unfortunately he cannot part with his animal ways and cannot deny chewing on a tasty bone. Unit suffers -2 DAM to living targets but +2 to living-dead.

2) Dog whisperer- lion unit is loved by and developed an affinity by furry creatures. He gains +2 TOU against wolfen.

3) Plagued - living-dead unit continue to rot and decay. unit suffers -4 TOU and the "putrification" effect at the beginning of the match. Any living unit in contact with it will be afflicted by putrification.

4) satan-worshipper- necromancer made a deal with the devil but is now followed by death. He gains +3 dam to spells but suffers tou of 0.

5) leadership- living unit quickly rose in rank gaining the respect of his peers but now has a big bulleye taped to his back. any ally in contact gains lions strength but the unit suffers DOD of 0.
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GardenOfSun

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Re: Suggestion: allow injuries to heal over time.

PostThu Mar 27, 2014 8:38 pm

Aye, I do indeed like a big slice of rpg in my turn based strategy, so the more the merrier!
Maybe these other types of effects could be linked to the random events, to make them even more interesting and impactful. At that point you could even integrate it with the "apothecary system" I've proposed in the page before, having for example another type of service that could allow you to "heal" with time these feats in case you don't like one you got.

The important thing here is that a whole system of injuries/traits connected to a a whole system of hireable npcs/services would not only make stuff more interesting, but also increase the volume of ducat/cyan transactions, which would in turn hopefully increase the revenue for the game.
(Although, saying that, I do realise theorycrafting is fun and cheap, while actually programming and balancing the stuff might be outside the scope of possibility, at least for now ^_^ )
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7heHumbleDwarf

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Re: Suggestion: allow injuries to heal over time.

PostThu Mar 27, 2014 8:58 pm

I love the injuries. So what if my KotL can't use his nasty scar for combat purposes, it's still so great for flavour purposes.

I also like the idea of a larger variety of injuries, specifically ones that give positive stats. I think it would be cool to "balance" these with a negative stat that fits with the flavour of the injury as well. This would really push the variety experienced in battles over the top (in a good way).

One way to do that could be to have a physical injury and a psychological ramification depending on which race it was that gave them the injury. The injury could be + or -, and same with the ramification, but they'd counteract each other in different stats.
...and do not be afraid of the people of the land; they are only helpless prey to us!
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Deep Blue

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Re: Suggestion: allow injuries to heal over time.

PostFri Mar 28, 2014 1:20 am

while i appreciate the creative effort...positive injuries are terrible in general. I'm fine with injuries = titles or medals (ie: war scar) but they should never ever provide a positive bonus or else whoever plays more might have the upper hand if he can use at his advantage the injuries (which are obtainable only by playing).

I think disfigured should simply have his bonus removed.

ps: does disfigured stack? because soon i guess my skeleton warrior will be more fearsome than a golem.
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7heHumbleDwarf

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Re: Suggestion: allow injuries to heal over time.

PostFri Mar 28, 2014 6:05 am

I hope positive injuries wouldn't stack...

If positive injuries were "balanced" with an associated -1 trait like I mentioned, it would at the very least give the illusion of balance, but hey, I can see it being more trouble than it's worth. Still, I think any injury/title/medal should have at least some basis within the mechanics of the game...

Deep Blue, what do you think about this idea:
GardenOfSun wrote:Maybe these other types of effects could be linked to the random events, to make them even more interesting and impactful.
...and do not be afraid of the people of the land; they are only helpless prey to us!
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