Author Topic: [Invalid] Units should be able to have an aura  (Read 2196 times)

biel

  • Battlemage
  • **
  • Posts: 40
    • View Profile
[Invalid] Units should be able to have an aura
« on: 6 June 2013, 19:22:36 »
Units should be able to have an aura that affects nearby units in a range (default range can be the sight of the unit) which can influence all properties of a unit positively and negatively (properties like HpRegen, Attack Speed, armor, movement speed, Ep regen, attack distance, resource harvesting speed) Upgrades should be able to handle auras too. For example, an upgrade makes an aura more powerful or an aura that requieres an upgrade. Upgrades should be able to affect specific units (if possible not units only by name for example an aura that affects only units below 10% of their hp)
And another parameter should be: enemies only, allies only and all
Also another parameter to specify if the aura stacks with other auras (unique (cannot stack), stackable)

The first application of this (in my opinion) can be to balance magic.
That's the changes that i would do:
  • An aura applied to the library: Increases Mage tower's production speed (a little) (stackable)
  • An aura applied to summoner's guild: Increases HP regen to combatent units (unique)
  • An aura applied to archmage tower: Increases mining speed of initiates (unique or stackable) (if it is stackable there is a reason to build more than one, and this is interesting)
  • An aura applied to archmage tower: Increases EP regen to archmages (unique)
  • An aura applied to archmage tower: Increases armor of mage tower in a specific amount to make consolidated magic bases less vulnerable to an air rush attack (unique)

I know that some people is going to say that magic is already balanced but it's not becouse if you do a game CPU vs CPU never win the magic faction. I know that magic is focused on quick rush but if your rush fails the game can't be lost for you. Also, is very predictable that a magic player will attack early and you can start buildng a barracks (for example) and produce few units quickly to prevent that easily.

If you agrre with something but disagree with other thing, please say it.
I wait for your answers and please, be constructive.
« Last Edit: 6 June 2013, 20:58:50 by Omega »

MightyMic

  • Technician
  • ****
  • Posts: 150
  • To mod, or not to mod...
    • View Profile
Re: [Feature request] Units should be able to have an aura
« Reply #1 on: 6 June 2013, 20:52:44 »
This is already implemented, although it's called attack boost but can be added to any skill.
Here's an example from Japanese
Code: [Select]
<attack-boost>
<allow-multiple-boosts value="false" />
<radius value="15"/>
<target value="faction">
<unit-type name="nagae_ashigaru" />
<unit-type name="samurai" />
<unit-type name="swordsman" />
<unit-type name="taketaba_archer" />
<unit-type name="tsubute" />
<unit-type name="yumi_ashigaru" />
<unit-type name="teppo_ashigaru" />
<unit-type name="taketaba_gunner" />
</target>
<max-hp value="0" />
<max-ep value="0"/>
<sight value="0"/>
<attack-strenght value="20"/>
<attack-range value="0"/>
<armor value="0"/>
<move-speed value="0" />
<production-speed value="0"/>
<particles value="true">
<affected-particle-file path="flag_particles.xml"/>
</particles>
</attack-boost>

You can also look at the Attack Boost in the wiki
« Last Edit: 18 June 2016, 18:45:30 by filux »

biel

  • Battlemage
  • **
  • Posts: 40
    • View Profile
Re: [Invalid] Units should be able to have an aura
« Reply #2 on: 27 July 2013, 10:03:35 »
As for re opening this thread I want ask why this was marked as [Invalid] without any reply. I think it isn't such a bad idea. Can anyone answer why adding auras is a bad idea?

MoLAoS

  • Ornithopter
  • *****
  • Posts: 433
    • View Profile
Re: [Invalid] Units should be able to have an aura
« Reply #3 on: 27 July 2013, 15:04:47 »
As for re opening this thread I want ask why this was marked as [Invalid] without any reply. I think it isn't such a bad idea. Can anyone answer why adding auras is a bad idea?

They use something called attack boost to approximate auras. So its [invalid] as a feature request because you can already do it, sort of.

MG has a sort of "close enough" feature policy, and they tend to focus primarily on bug fixes in the area of cross platform and network code rather than features.

tomreyn

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 2,764
    • View Profile
    • MegaGlest - the free and open source cross platform 3D real-time strategy game
Re: [Invalid] Units should be able to have an aura
« Reply #4 on: 31 July 2013, 03:30:54 »
I guess it was ok to close this without further comment, since - as discussed by MightyMic - this is already implemented. If some aspects of what you are looking for are not implemented, yet, and you think MegaGlest is lacking there, then please just post another feature request which discusses these aspects which are not implemented, yet. Thanks.
atibox: Ryzen 1800X (8 cores @3.6GHz), 32 GB RAM, MSI Radeon RX 580 Gaming X 8G, PCI subsystem ID [1462:3417], (Radeon RX 580 chipset, POLARIS10) @3440x1440; latest stable Ubuntu release, (open source) radeon (amdgpu) / mesa video driver
atibox (old): Core2Quad Q9400 (4 cores @2.66GHz), 8 GB RAM, XFX HD-467X-DDF2, PCI subsystem ID [1682:2931], (Radeon HD 4670, RV730 XT) @1680x1050; latest stable Ubuntu release, (open source) radeon / mesa video driver
notebook: HP envy13d020ng
internet access: VDSL2+

· · · How YOU can contribute to MG · Latest development snapshot · How to build yourself · Megapack techtree · Currently hosted MG games · · ·

 

anything