Sepiche wrote:Man, looks like some great changes in there Kael! I think you're definitely on the right track with giving each faction a powerful ability like that.
Although when I think about it Tarth's seems like it might be a slightly double edged sword. Sure they have the bonus of being able to sneak around monsters and use them for protection, but eventually they are going to want to kill creatures off I would think to get the loot and resources from them. Seems like that would give their ability diminishing returns as the game went on.
Tarth isn't attacked by monsters, but that doesn't keep them from attacking monsters at whatever time they choose. So they can pick their fights (and attacking one doesn't turn the rest against them, they can pick off some wolves and leave the ogres be, etc). But it definitly isn't as simple as just leaving monsters alone for optimal gameplay. At some point they want the exp and loot the monsters offer. Of course if the monsters leave their lairs to go chasing after other players its a good time for a Tarth player to step in and take any valuables that have been left behind.
Also Gilden and Yithril's abilities sound a bit similar. Is there more to it than each just having a big creature they can summon?
Gilden can craft Iron Golems. They are huge defensive units with lots of hit points and the best defense in the game with Markin's boost (he gives +25% defense to all his units). They absorb a lot of damage but aren't very good at dealing it out. Though they can use any weapon you outfit them with they are still only only unit swinging that weapon, so they will be more limited than a group of 7-9 units using that same weapon.
Yithril gets Juggernauts. They are also big single units. But they are the opposite of the Iron Golem. Although they have a healthy amount of hit poitns they don't have any meaningful defense. Instead they dish out lots of damage. They have an inherent splash damage that inflicts 25% of the damage they do to all surrounding units (enemy and ally) and that can be increased to 75% depending on the traits the player selects for them. They can also get the Maul trait which allows them to continue attacking until they miss (with a cumulative penalty to hit each time), and traits that's that double their damage. Maul and Splash damage together mean they start throwing out a lot of damage (they love big slow things they can get lots of maul attacks on).
Beyond that Iron golems cost a lot of Iron to produce. Rewarding Gilden players that focus on their infrastructure. Gilden has to out produce you, and they are the faction in the most desperate need of Iron mines, they should be looking for them early and wars fought to get them in the midgame will pay dividends later.
Juggernauts dont require any special resources. They take a while to train but Yithril doesn't need a robust economy to win, they win on the battlefield by getting into melee and doing more damage to you than you do to them (shields just get in the way).
In general Juggernauts beat Iron golems on the battlefield. Gilden has to dramatically out produce Yithril to beat them. The best faction's against Yithril are the ones that can slow them down. Yithril doesn't use any ranged weapons, those juggernauts have to reach you. Resoln's spiders work well for trapping the units before they cross the field, or Tarth archers can often whittle them down before they reach them. Slow, shrink and blindness spells are also handy (a shrunk juggernaut is fun to watch in combat).
This doesn't include the other benefits of these factions, Gilden upgrades their equipment for half the cost, all Yithril's units start off at level 2. These also help play into their roles.
Lastly, how do those abilities apply to custom factions? I assume you just get to pick which faction bonus you want?
Yes, you can create a custom faction with any of the faction abilities (and there are some extra ones the preconstructed factions dont use). And some traits are racial abilities. Juggernauts, for example, are always Trog (Yithrils race). You can create a custom faction that has Trog as its race (so you get juggernauts) but doesn't have Yithrils No ranged Weapons weakness, instead you choose the Master Archers faction ability so they have beter bows than the normal faction.
Or the combo players are having fun with right now (the cheaters) is picking the enchanters faction trait that allows you to place outposts with a spell and the Master Scouts Tarth trait that keeps monsters form attacking you. Then using that for instant land grab with built in monster protectors.