I know this is a radical idea, but I was wondering whether it would be possible to actually make fear inflict damage upon stacks, to represent the weakening effect of fear upon the rest of the army.
It would likely be way harder to make it so that those 'killed' by fear, will return to life if their side wins the battle and them regrouping though.
The amount of damage taken, would depend upon the morale of the army, and the strength of it's enemies. So a small group of 20 bandits, forced to fight 100s of enemies, will be 'killed' by fear nearly instantly, representing them routing.
Morale would have an effect on how outnumbered a stack has to be before they consider making a beeline for the woods, a stack with -10 morale should take fear damage from any army that is equal too, or greater than itself.
While an army with +10 morale, begins to take routing damage only when the enemy is 3 times as strong as it.
Each morale level, is judged seperately but it is still judged in relation to the whole strength of both armies. So the stack with -10 morale will take damage if the enemy is in any way stronger than there army, while the stack with +10 morale, will if the enemy army is 3 times stronger.
The prescence of a living hero, halves all damage taken from fear, however if the army had heros in it and they all die, then they take double fear damage.
If an army is defending a city, then no fear damage is suffered until the gate is breached.
Idea- Allow armies to be destroyed by fear.
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Idea- Allow armies to be destroyed by fear.
Working on tracking the locations of Heroes IV battles. Stage 6 of campaign map finished, all initial Heroes IV campaigns mapped.
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And to Life creatures, Life creatures have Mirth, a spell that increases morale to 10.Le_Faucheur wrote:no, it gives a big advantage to undead creatures.
+ sorrow is a death spell
Simple answer would be to increase the damage Life and Death creatures take from fear, to compensate for the fact they have spells which increase their morale or hurt that of their enemies.
Undead and golems should recieve penalties if there is not a single living creature, or a hero on the board. Thus while undead and golems are immune to fear, they depend on creatures that are capable of getting scared off, or getting killed, to operate at full capacity.
While you can't scare off undead, you can scare off the beings controlling them, to make the enemy undead weaker and therefore less scary for your troops to fight.
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That's the thing, the heroes team added fear to the game, but for some reason known only to themselves, they neglected to actually cause fear to destroy armies.Lord of Winter wrote:I actually like this idea, especially if it would be properly balanced. Though Death and Life Magic schools would be more poferful then.
This means we get stuck fighting pointless battles against enemies who shouldn't be hanging around, beacause they are so pointlessly weak. It means battles last longer than they have any right too.
By making low morale inflict direct damage, if the army is outnumbered, expecially if it has a low morale, we won't have to finish off really weak stacks, they'll just dissolve of their own accord. It is assumed that they flee and run off home.
The tricky bit would I guess be how to make it so that casualties from fear, are ressurected, if the army wins the battle.
This would be a 1st level spell, which is available to all characters, who have a 1st level proficiancy at any spell type. This spell would have a name, dependant on what kind of magic it is. The effect of turn undead is simple, it causes all undead regardless of side to react to fear, as though they were of morale level 0.Equi team can create a spell called Turn Undead that works the same, just for undead creatures.
I've thought up some names, for the turn undead spell of the various factions. Based upon the principles of those factions that are opposed to the undead.
Life- Turn Undead.
Death- Necromatic Overthrow.
Order- Law of Death
Chaos- Law of Decay.
Nature- Law of Renewal.
The Life Spell is cheap in magic and carries no other negative effects, except it's affects on your own undead, thus Life has a unique advantage against the undead, which others do not have. All the other spells, carry a unique negative effect (although some have advanatages).
Necromatic Overthrow is basically the calling upon the very energies of magic, in order to rip the spirits of enemy undead out of their bodies, which weakens the control of the ghost or necromancer that summoned them, meaning that the spirits begin to fear their own destruction.
However Necromatic Overthrow, requires a high mana cost AND it eliminates all the remaining mana of the wizard casting it. Thus it should only be cast at the end of the battle, when no further spellcasting is needed, or by an auxilary necromancer.
The Law of Death is basically the conjuring of the eternal principle of death, which all undead are in defiance of by their very nature. Beacause this is anathama to the undead, it weakens them and makes them fear for their coming fate.
However, the summoning of the law of death, necceserily requires the caster realise the depressing fact of his own mortality, which sets his morale down to -10.
The Law of Decay, is fundermental principle of chaos, all undead defy the principle of decay by their very nature. All things must decay and break down in time, and the undead can be made to flee from this realisation.
However, summoning this, has definate negative effects on the caster. It inflicts old age and weakness upon the caster.
The Law of Renewal says that all living things must be born, procreate and die. Anything which defies this order will not be permitted to exist, it will go into extinction.
However, since to defy death is the impulse behind the casting of nature spells of a warlike nature, casting the law of renewal eliminates all remaining spell points in the caster, although the spell itself costs very little.
Working on tracking the locations of Heroes IV battles. Stage 6 of campaign map finished, all initial Heroes IV campaigns mapped.
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