MegaGlest Forum

Archives (read only) => Glest Advanced Engine => Feature requests => Topic started by: John.d.h on 10 December 2010, 23:33:26

Title: Retributive effects
Post by: John.d.h on 10 December 2010, 23:33:26
What I'd like to see is a way for a unit to affect its attackers with an effect.  For example, stabbing a lightning monster will stun the attacking unit, and wrestling with a walking rose bush would cause negative HP regen (without the defending unit having to do anything).  I think the easiest way from a modder's perspective is to make this a tweak to emanations (target="attackers").  That would allow for a radius in which the effect takes place.  Anything outside of the radius would also be unaffected.
Title: Re: Retributive effects
Post by: Omega on 11 December 2010, 06:33:12
+1.

Would be great for gameplay and help balance out some units by giving them a secondary defensive technique.
Title: Re: Retributive effects
Post by: ChupaReaper on 24 February 2011, 01:59:04
I know this is a slightly old topic but I never noticed it before and this feature would have a lot of use in my mod, like some ice units that will slow down enemies that attack them within 2 range (retribution effect range should be specified, well all effect parameters should be used even).
So basically it's the same as an effect but it's only cast automatically when the unit is hit within a certain amount of range. Could be defined in the XML just below the emanation like an emanation. If emanations were to be set per skill then retribution effects could be also.
Title: Re: Retributive effects
Post by: Omega on 24 February 2011, 02:52:15
I know this is a slightly old topic but I never noticed it before and this feature would have a lot of use in my mod, like some ice units that will slow down enemies that attack them within 2 range (retribution effect range should be specified, well all effect parameters should be used even).
So basically it's the same as an effect but it's only cast automatically when the unit is hit within a certain amount of range. Could be defined in the XML just below the emanation like an emanation. If emanations were to be set per skill then retribution effects could be also.
Again, I push up my support. This will add more strategy (it's supposed to be real time strategy after all), more depth, and overly make things more interesting. Of course, modders will have to make sure things are balanced with usage of such features.
Title: Re: Retributive effects
Post by: Zoythrus on 15 March 2011, 20:38:37
this has my approval.  :thumbup:
Title: Re: Retributive effects
Post by: ChupaReaper on 15 March 2011, 20:41:13
Nice to see this bumped again! Will make good use of this...
Title: Re: Retributive effects
Post by: Omega on 26 April 2011, 20:06:40
A bump on an old topic because this would be so cool. :)
Title: Re: Retributive effects
Post by: Zoythrus on 20 December 2011, 23:33:55
A bump on an old topic because this would be so cool. :)

i'm bumping this thread for that same reason!

also, i didnt see a ticket for this
Title: Re: Retributive effects
Post by: Kiko on 22 January 2012, 05:48:31
This sounds very cool to me. (Apologies for a million posts – I'll calm down in a little while ;))