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Special Unit Ideas: 1/7/2016 00:47:29

King Leonidas 
Level 58
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i have a great idea that could change the way people plan there tactics.

Nuke card :
1. destroys all armies in the territory selected
2. turns the territory neutral
3. destroys a set amount of troops in all bordering territories around the selected territory
4. reduces all armies in any territory that borders the one selected by 50%
5. reduces all armies in any territory 2 territories away from the one selected by 25%
Special Unit Ideas: 1/7/2016 00:48:50

King Leonidas 
Level 58
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point 4 and 5 kind of go along with point 3
Special Unit Ideas: 1/7/2016 00:53:44


LoaTBaC
Level 50
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Sounds a bit overpowered. Maybe it should turn the territory into a wasteland instead, and either heavily damage or turn the territories adjacent into smaller wastelands.
Special Unit Ideas: 1/7/2016 01:26:30

King Leonidas 
Level 58
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i am trying to simulate the different levels of radiation levels and destruction levels based on distance to the land that was initially nuked
Special Unit Ideas: 1/7/2016 01:32:01


LoaTBaC
Level 50
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Maybe you could customize how much damage it does at each distance in the settings. I think it would be good to have a very large neutral territory where the blast was to simulate all of the damage and residual radiation making it too difficult to be re-inhabited.
Special Unit Ideas: 1/7/2016 01:42:21

King Leonidas 
Level 58
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that could be a good idea to incorporate into the nuke card
Special Unit Ideas: 1/7/2016 01:59:12


NinjaNic 
Level 59
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They need to make a fog setting with that kind of thing. No fog 1 territory away, light fog 2 territories away, and then after, normal fog.

Edited 1/7/2016 01:59:48
Special Unit Ideas: 1/7/2016 02:29:00


LoaTBaC
Level 50
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Oh yeah, that would be a great thing to have implemented! :D
Special Unit Ideas: 1/7/2016 11:07:13


Holdway
Level 62
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Some ideas for special units. Mostly intended to spice up scenarios.


Capital: Can't move, counts as 0 armies. Adds 20% kill rate to defenders, if captured you are eliminated.

Fort: Can't move, counts as 0 armies. Adds 10% to defensive kill rate, can have more than one, if captured it changes ownership to the player who captured it.

Barracks: Can not move, counts as 0 armies. Produces 1 elite per turn. Can have more than one, can be captured.

Developer: Can be captured. Counts as 0 armies. If it stays in a territory for 3 turns without moving it increases that territories bonus by 1. Not allowed in games with overlapping bonuses.

Berserker: Adds 20% to attack kill rate, reduces defensive kill rate by 10% Counts as 3 armies.

Spy: Can not attack or be attacked and is invisible to all units except to spy catchers. Gives sight to all adjacent territories, can enter the enemies territory and reduces income of an enemy territory by 50%.

Spy Catcher: Can not attack or be attacked and is invisible to all units except to spies. Can not enter enemy territory. Autokills a spy if it ends it's turn in the same territory.

Cavalry: Counts as 3 armies. All armies with it can move/attack two territories per turn. Not available with Multi attack.

Artillery: Counts as 3 armies. Adds 10% to attack kill rate. Nullifies Fort and Capital defence bonuses. The turn after attacking all armies in it's stack can not move or attack.

Elites: Count as 2 armies.

Also along with this the option to have card pieces for all special units (except ones that if are killed you become eliminated) where you can trade cards for a new unit of that type. For example you can trade 5 Fort cards to place a fort somewhere in your territory.
Special Unit Ideas: 1/7/2016 13:01:06


Thomas 633
Level 56
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Champion: Acts as twenty armies. When killed, ten random armies from your stacks die as well as the champion (like them losing heart and deserting).
Special Unit Ideas: 1/7/2016 15:26:12


Ω Cat Juggernaut 
Level 59
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Spy/Spy Catcher is useless in a map like Big US, but would be perfect in maps like World Nations 2014/2015.
Special Unit Ideas: 1/7/2016 16:01:54

Meropenem 
Level 64
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I like the archer/sniper idea. Might take it slightly farther, and keeping with the Napoleonic-era roots of the old Risk board game that this is all based on...

Artillery/Cannon - can attack up to 2 adjacent territories away. Maybe kind of similar to the new bomb card in effect, but this being a unit would be available every turn, instead of accrued as the cards are. It could also fall into enemy hands if that territory is captured. It could have very limited defensive capability, as an artillery unit would in real warfare, as opposed to the infantry that we currently have. Could have the capability of occupying a territory alone and employing the 2 adjacent squares bombardment with a diminished effect and also the capability of occupying the same territory as infantry and being involved in attacks on immediately adjacent territories with greater effect/damage. "Developing" or "employing" artillery could use some increased % of your per turn income. IE you're getting 20 per turn...well that's 20 infantry OR 2 artillery

I also would love the idea of training or combat experience...units gaining slight strength advantages thru either time or better yet, successful combat. IE You have a stack of 10, you use that to take out several enemy territories, some attrition ie combat deaths, but let's say the 5 remaining troops, battled hardened and experienced, become slightly more powerful and maybe get offense and defense bonuses of a few %, making them slightly more effective. Continue to win, continue to grow in power. Add to the stack with new income, well new recruits could slow the pace of experience gain.

Couple things I thought of. No idea how hard they would be to develop into the game. But they're real world. Troops gain experience and fight better, that's warfare, that's why militaries train constantly. And going back to the dawn of warfare, if you developed stand off/ranged armaments...be it a sling and stone, a catapult, archers, cruise missiles and artillery...you used it...and once developed it became a part of warfare...to the point that in modern warfare, many aspects have become almost like video games. Operators in trailers, 1000's of miles away, operating a drone and watching bad guys go boom on video screens.
Special Unit Ideas: 1/7/2016 16:23:33


Mathieu
Level 52
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Giant: can move only once every two turns, but counts as a huge stack from e.g. 50 armies, could be more, could be less.
Special Unit Ideas: 1/7/2016 16:34:16


muddleszoom
Level 59
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spys: you place in any position at the start of the game they are invisible to other players. are just there to see were other players are
Special Unit Ideas: 1/7/2016 16:44:06


DanWL 
Level 63
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What about a Super Soldier that has 100% offensive attack and 75% defence? Counts as 10 armies. Can't be partially damaged. If is gone, it won't be able to respawn.

Edited 1/7/2016 16:44:53
Special Unit Ideas: 1/7/2016 16:50:04

Lord of Shadows
Level 57
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I worry that warlight is moving away from what made it fun. If I wanted to play with all of these advanced ideas I would just pay 20 dollars during a steam sale to purchase CIV V, a far more advanced game with all of these ideas already implemented. Also CIV 5 would be WAY cheaper than membership. I worry that making the game more and more complex like many of the ideas proposed will just turn warlight into a watered down version of a CIV.
Special Unit Ideas: 1/7/2016 17:00:05


GeneralPE
Level 56
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I agree. Warlight is Risk. Keep it that way.

Edit: I do like the nuke card idea (with a little refinement)

Edited 1/7/2016 17:00:47
Special Unit Ideas: 1/7/2016 17:49:23


Epicular
Level 46
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I think implementing several more special units would indeed ruin what Warlight is. At that point why not also add support for diplomacies?

Btw Archer/Sniper seems like a very good idea for such a special unit. It has tons of strategic potential. Put him behind your border armies to protect him while he whittles away at enemy stacks, or put him at the front and expose the enemy's mainland while also risking your unit?
Special Unit Ideas: 1/7/2016 17:53:57

King Leonidas 
Level 58
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i believe instead of creating units. something warlight is not known for, we should attempt to create ideas for new types of cards
Special Unit Ideas: 1/7/2016 17:55:11

King Leonidas 
Level 58
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by creating new cards it would not compromise the reasoning and differentiating factors of warlight compared to other games of similarilty.
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