Author Topic: Effect upon completion  (Read 2263 times)

lazyanttu

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Effect upon completion
« on: 11 February 2012, 17:45:01 »
How about giving some unit an effect immediately when it is trained/built? Like first 20 seconds unit could receive movement bonus. Or creating mercenary units with limited timespan. Firstly giving it natural -10000 HP regen (I just picked some random big number which would insta-kill it) and then give +10000 HP regen as effect for, let's say, 20 seconds. So the Mercenary would be dead in 20 seconds. Currently I have done my mercenary unit so that it just starts with negative hp, but better would be expiration based on time.

Zoythrus

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Re: Effect upon completion
« Reply #1 on: 11 February 2012, 18:03:13 »
How about giving some unit an effect immediately when it is trained/built? Like first 20 seconds unit could receive movement bonus. Or creating mercenary units with limited timespan. Firstly giving it natural -10000 HP regen (I just picked some random big number which would insta-kill it) and then give +10000 HP regen as effect for, let's say, 20 seconds. So the Mercenary would be dead in 20 seconds. Currently I have done my mercenary unit so that it just starts with negative hp, but better would be expiration based on time.
i never understood why mercenaries were always so suicidal....they can't get their money if they're dead.

lazyanttu

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Re: Effect upon completion
« Reply #2 on: 12 February 2012, 00:51:14 »
How about giving some unit an effect immediately when it is trained/built? Like first 20 seconds unit could receive movement bonus. Or creating mercenary units with limited timespan. Firstly giving it natural -10000 HP regen (I just picked some random big number which would insta-kill it) and then give +10000 HP regen as effect for, let's say, 20 seconds. So the Mercenary would be dead in 20 seconds. Currently I have done my mercenary unit so that it just starts with negative hp, but better would be expiration based on time.
i never understood why mercenaries were always so suicidal....they can't get their money if they're dead.

That's just the point, I had to make them suicidal instead of disappearing. The point with timer would be that when the time runs out, they disappear. Although game-technically they die, in lore-wise they quit after the time runs out (because they were hired for limited time in contract).

Zoythrus

  • Guest
Re: Effect upon completion
« Reply #3 on: 12 February 2012, 06:12:24 »
How about giving some unit an effect immediately when it is trained/built? Like first 20 seconds unit could receive movement bonus. Or creating mercenary units with limited timespan. Firstly giving it natural -10000 HP regen (I just picked some random big number which would insta-kill it) and then give +10000 HP regen as effect for, let's say, 20 seconds. So the Mercenary would be dead in 20 seconds. Currently I have done my mercenary unit so that it just starts with negative hp, but better would be expiration based on time.
i never understood why mercenaries were always so suicidal....they can't get their money if they're dead.

That's just the point, I had to make them suicidal instead of disappearing. The point with timer would be that when the time runs out, they disappear. Although game-technically they die, in lore-wise they quit after the time runs out (because they were hired for limited time in contract).

That makes some sense. there really needs to be a way to extend their contract (via upgrade, perhaps?)

also, if you have "suicidal" units like that, they need to be extremely powerful. these are mercs, remember, they are awesome and very powerful guns for hire.