°° New skills and skill suggestions
- gm_al
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°° New skills and skill suggestions
Post here about your SKILL ideas for WOK SP. Make sure to state
* Name of Skill
* Effect
* Cost in Turns
* Prerequisits needed (ie. needs BS#2)
* Why its cool
Right now we look mostly for cheap skills that will increase player interaction and species interaction (ie. what 2 'jaguar' species could do together), as well as help in specific situations.
In the pipeline for consideration right now the dev team has new skills like
++ CLAWS
++ ATTRACT
++ FAT BURNER
As usual we wont spoil the fun by saying what we exactly mean with those skills. (We want you to try out things after all)
Also the more skills we may introduce the more the cost of mutations will need to go down to keep the balance. Happy suggesting !
* Name of Skill
* Effect
* Cost in Turns
* Prerequisits needed (ie. needs BS#2)
* Why its cool
Right now we look mostly for cheap skills that will increase player interaction and species interaction (ie. what 2 'jaguar' species could do together), as well as help in specific situations.
In the pipeline for consideration right now the dev team has new skills like
++ CLAWS
++ ATTRACT
++ FAT BURNER
As usual we wont spoil the fun by saying what we exactly mean with those skills. (We want you to try out things after all)
Also the more skills we may introduce the more the cost of mutations will need to go down to keep the balance. Happy suggesting !
- Saladin
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BurrowingName of Skill
1. He can't attack or hunt. You could also make it so that he can't do anything except his default order.Effect
2. His defense gets much stronger so it's much harder to kill him.
3. His stealth' increases, which could for instance mean that a player will have to spy a square in order to see if somebody is there who has burrowed himself a little hole in the ground.
4-8 turns, depends on terrain type.Cost in Turns
1 turn to 'unburrow'.
Species with a body size bigger than 2 can't burrow anymore (too big).Prerequisits needed (ie. needs BS#2)
It gives 'small' players some protection, especially when they are asleep. Though whilst it has a positive effect on stealth and defense players can't do anything else except bank turns or buy skill points, so they can't be 'burrowed' for ever. So it will mainly be used to hide from others when expected that you will be attacked and when people are not able to give orders to their species for a longer period of time.Why its cool
"Never attribute to malice what can satisfactorily be explained away by stupidity."
"To speak ill of others is a dishonest way of praising ourselves."
"To speak ill of others is a dishonest way of praising ourselves."
- Saladin
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- Xarfei
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How about this one:
*Name:
Hide
*Effect:
Species with this skill no longer appear as "?" to their neighbours. Therefore they can
only be found if someone shares a square with them or successfully spies the terrain that the hidden creature is in.
This skill would not work for anyone of bodysize greater than 2 or a species that is
omnivore/carnivore (instead these could be 10% harder to spy than normally if they have the hide skill (this way the skill doesn't become worthless if you increase your size or become a predator)
*Cost:
~70 turns
*Use:
A counter strategy to predators since a predator is lot less likely to find a species with the hide skill. The body size limit ensures that a herbivore with skill cannot "sleep" forever while hidden.
*Name:
Hide
*Effect:
Species with this skill no longer appear as "?" to their neighbours. Therefore they can
only be found if someone shares a square with them or successfully spies the terrain that the hidden creature is in.
This skill would not work for anyone of bodysize greater than 2 or a species that is
omnivore/carnivore (instead these could be 10% harder to spy than normally if they have the hide skill (this way the skill doesn't become worthless if you increase your size or become a predator)
*Cost:
~70 turns
*Use:
A counter strategy to predators since a predator is lot less likely to find a species with the hide skill. The body size limit ensures that a herbivore with skill cannot "sleep" forever while hidden.
- korexus
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Xarfei wrote:How about this one:
*Effect:
Species with this skill no longer appear as "?" to their neighbours. Therefore they can only be found if someone shares a square with them or successfully spies the terrain that the hidden creature is in.
This would also make FLEE far more effective.
korexus.
With Great Power comes Great Irritability
- Saladin
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Well you need other players to help you with the attacking part...i tend to win online Age of Empires games because the other players get bored attacking my defenses after several hours.
"Never attribute to malice what can satisfactorily be explained away by stupidity."
"To speak ill of others is a dishonest way of praising ourselves."
"To speak ill of others is a dishonest way of praising ourselves."
- Saladin
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WOW TK!
That's the first time EVER you got to rip me in any game...and mainly because i wasn't there to see it happen.
But kudos to you...so what have you won?
That's the first time EVER you got to rip me in any game...and mainly because i wasn't there to see it happen.
But kudos to you...so what have you won?
"Never attribute to malice what can satisfactorily be explained away by stupidity."
"To speak ill of others is a dishonest way of praising ourselves."
"To speak ill of others is a dishonest way of praising ourselves."
- SmashFace
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Re: °° New skills and skill suggestions
Berserkgm_al wrote:Post here about your SKILL ideas for WOK SP. Make sure to state
* Name of Skill
+5 PATT -3 PDEFgm_al wrote:* Effect
80 SPgm_al wrote:* Cost in Turns
omnivoregm_al wrote:* Prerequisits needed (ie. needs BS#2)
cus i am coolgm_al wrote:* Why its cool
God of WOK
- Donut
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Ok, this may sound like their ideas but I'm the first to mention the shelter idea so it is mine
Shelter - I think that each square should have a shelter for each player. When a player moves to that square they can build on it using the "Buy Shelter" option. It would work much like buying skill points and such.
Effect - Shelter has to be destroyed before species can be attacked. I also think that if a player attacks someone with a shelter, a they kill 1-Instinct of the sheltered players specimen (species with low instinct won't "Know" to get back to shelter). When someone attacks a player they automatically go for there shelter.
Cost - 1 point per turn. The point adds a "Hit Point" to the shelter.
Why? - I think that it adds a defense to losing all specimen while sleeping.
Donut
Shelter - I think that each square should have a shelter for each player. When a player moves to that square they can build on it using the "Buy Shelter" option. It would work much like buying skill points and such.
Effect - Shelter has to be destroyed before species can be attacked. I also think that if a player attacks someone with a shelter, a they kill 1-Instinct of the sheltered players specimen (species with low instinct won't "Know" to get back to shelter). When someone attacks a player they automatically go for there shelter.
Cost - 1 point per turn. The point adds a "Hit Point" to the shelter.
Why? - I think that it adds a defense to losing all specimen while sleeping.
Donut
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Re: °° New skills and skill suggestions
I like those ideas (Berserk, Shelter or Burrow). Here's one:
Improved Sensesgm_al wrote:* Name of Skill
Can "see" or "hear" up to 3 squares away (i.e. - can see where the "?" are), detect "shelters" or "burrows," etc.gm_al wrote:* Effect
Probably about 20-30 skill points (good for Herbivores)gm_al wrote:* Cost in Turns
nonegm_al wrote:* Prerequisits needed (ie. needs BS#2)
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If you're young at heart."
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- Donut
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- korexus
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- Trooper
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Well - you asked for it! Here are a few ideas. Don't know if they're feasible, but it gives something to think about.
CAMOUFLAGE
* Similar to burrowing & hide (I don't think we need too many skills that essentially do the same thing (namely raise defence). The difference is that is raises ATT & DEF, and costs less turns to spy. Perhaps, like Hide, it could hide the ? on neighbouring provinces.
* Cost about 100 (because it does a lot of things)
* I don't think you need any prerequisites at all (may BP 2 if you really need to restrict the new skills)
* Why is it Cool? .... 'cause it would probably increase the use of spying. Also, it shouldn't need any major changes to the game engine (as burrowing would)
* extra comment: as said above, I don't think we need heaps of skills that do essentially the same thing. I think we could consider Hide, Burrow or Camouflage, but not all. I simply offer this as an alternative to the others.
COURTSHIP
* improves fertility about 3%
* Cost 100 skill points
* at least 4 appendages (could be 3 legs and 1 arm, or 4 arms and no legs) and half a brain
* Why it's cool? If you need to ask that question you probably should get out more.
HIBERNATION (or SIESTA)
* lowers loss of saturation for large animals, but at a cost to fertility. Not sure how much effect - let's say saturation loss each step is halved, but births are halved as well
* cost: dunno --- 50? 80?
* body size 4
* Why is it Cool? It's just not cool to eat all the time. I'd rather spend by time drinking or sleeping ... or bushwalking. .... spying on the neighbours doing their camouflage and courtship rituals
SCAVENGER
* gets more saturation out of every feed (say 20% more) when hunting another species
* cost: dunno --- 70?
* must be omnivore or carnivore
* Cool? It's not cool at all to be a scavenger - just a fact of nature.
RAID
* raids a neighbouring square to hunt plants or a species (only perform half the number of attacks compared to normal)
* cost: 50?
* prerequisite: 2 legs
* Cool? This would be an active skill - rather than "passive" skill like all the above (ie. passive ones just raise or lower a species' attribute, while active ones introduce a whole new action they can undertake).
RETALIATE
* inflicts damage when another species attacks you, eg. when attacked, each failure on the PATT/PDEF gived a 25% chance to kill a specimen of the attacking player
* cost 50
* prerequisite: 3 Brain power
* Cool? Makes attacking a bit more dangerous. Would promote spying first instead of just attacking.
That's all for now.
Have fun, everyone.
Goat herder
CAMOUFLAGE
* Similar to burrowing & hide (I don't think we need too many skills that essentially do the same thing (namely raise defence). The difference is that is raises ATT & DEF, and costs less turns to spy. Perhaps, like Hide, it could hide the ? on neighbouring provinces.
* Cost about 100 (because it does a lot of things)
* I don't think you need any prerequisites at all (may BP 2 if you really need to restrict the new skills)
* Why is it Cool? .... 'cause it would probably increase the use of spying. Also, it shouldn't need any major changes to the game engine (as burrowing would)
* extra comment: as said above, I don't think we need heaps of skills that do essentially the same thing. I think we could consider Hide, Burrow or Camouflage, but not all. I simply offer this as an alternative to the others.
COURTSHIP
* improves fertility about 3%
* Cost 100 skill points
* at least 4 appendages (could be 3 legs and 1 arm, or 4 arms and no legs) and half a brain
* Why it's cool? If you need to ask that question you probably should get out more.
HIBERNATION (or SIESTA)
* lowers loss of saturation for large animals, but at a cost to fertility. Not sure how much effect - let's say saturation loss each step is halved, but births are halved as well
* cost: dunno --- 50? 80?
* body size 4
* Why is it Cool? It's just not cool to eat all the time. I'd rather spend by time drinking or sleeping ... or bushwalking. .... spying on the neighbours doing their camouflage and courtship rituals
SCAVENGER
* gets more saturation out of every feed (say 20% more) when hunting another species
* cost: dunno --- 70?
* must be omnivore or carnivore
* Cool? It's not cool at all to be a scavenger - just a fact of nature.
RAID
* raids a neighbouring square to hunt plants or a species (only perform half the number of attacks compared to normal)
* cost: 50?
* prerequisite: 2 legs
* Cool? This would be an active skill - rather than "passive" skill like all the above (ie. passive ones just raise or lower a species' attribute, while active ones introduce a whole new action they can undertake).
RETALIATE
* inflicts damage when another species attacks you, eg. when attacked, each failure on the PATT/PDEF gived a 25% chance to kill a specimen of the attacking player
* cost 50
* prerequisite: 3 Brain power
* Cool? Makes attacking a bit more dangerous. Would promote spying first instead of just attacking.
That's all for now.
Have fun, everyone.
Goat herder
Live long and prosper ---- but don't let the Taxation Department know.
- Saladin
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