Energy mechanic

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Midonik
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Energy mechanic

Post by Midonik » Thu Sep 14, 2017 6:14 pm

I thoght a bit about this and Its diffrences from other "Age of"s. If we dont want to make next assasin creed :lol: our games should have not only other topic,but also unique mechanics. I have idea to make units have an new stat: energy. Most units will need to use 1 or more energy to attack or to use albitlies. One energy point will regenerate in 4 turns (mostly). Do you know what I mean? Do you like this idea? Is it passible and not to problematic? I have ideas for some cool units with it and will make game better thought.
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samuelch
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Re: Energy mechanic

Post by samuelch » Fri Sep 15, 2017 4:18 am

That's good. How many units got energy system? If all units get it, a game can be so slow.
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Midonik
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Re: Energy mechanic

Post by Midonik » Fri Sep 15, 2017 5:00 am

I thought about most of units.
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Puss_in_Boots
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Re: Energy mechanic

Post by Puss_in_Boots » Fri Sep 15, 2017 7:34 pm

It should definitely be any high technology based unit.
Infantry and troops should not require this mechanic.

Would be interested to know how are you going about for units that have an effect on this mechanic?
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Midonik
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Re: Energy mechanic

Post by Midonik » Fri Sep 15, 2017 7:42 pm

Earlier I thought about makeing it for all troops,but if Its impassible,I think vechicules should have this albitly.
Mayby somethink like light tank,with nice speed,but no so big health and armor,and it will pay 1 energy to attack and have albitly to gain +1 speed paying 1-2,and have like 5 max energy. And here is a dilema. Use energy to arrive faster into battlefield,but risk it wont be able to attack? This mechanic might be preety cool,even if only for few units,and this is only one option .
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samuelch
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Re: Energy mechanic

Post by samuelch » Sat Sep 16, 2017 3:45 pm

That's a nice idea. Maybe some units can have many attack types with different energy consumption (like battleships). By making this ships vs ships battle will be epic :) .
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Re: Energy mechanic

Post by Midonik » Sat Sep 16, 2017 4:16 pm

Yeah,but options on groud units are also preety interesting.
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samuelch
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Re: Energy mechanic

Post by samuelch » Sat Sep 16, 2017 4:22 pm

Yes.
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samuelch
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Re: Energy mechanic

Post by samuelch » Sat Sep 16, 2017 4:25 pm

Some elite units got force field. All attacks while the force field is on decrease the energy. When energy hits zero, the unit becomes damagable.
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Puss_in_Boots
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Re: Energy mechanic

Post by Puss_in_Boots » Sat Sep 16, 2017 4:27 pm

It should drain every turn activated as well, so that players with units that don't use energy for attacks, but abilities don't just turn them on and are good to go.
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Dan301002
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Re: Energy mechanic

Post by Dan301002 » Sat Sep 16, 2017 6:46 pm

samuelch wrote:Some elite units got force field. All attacks while the force field is on decrease the energy. When energy hits zero, the unit becomes damagable.
I guess forcefield won't be affecting EMP (cannon are overkill), let say an special EMP Artilerry costing a lot of energy (also the EMP Cannon will cost a lot more energy if this mechanics is implemented).

Here is my main idea before.
viewtopic.php?f=139&t=4244
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Midonik
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Re: Energy mechanic

Post by Midonik » Sat Sep 16, 2017 6:52 pm

Yeah,if thus altilery is going to be so strong,its attacks should cost energy.
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Sunrise Samurai
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Re: Energy mechanic

Post by Sunrise Samurai » Tue Sep 19, 2017 4:22 pm

I think I'd like to hear from Daniel if this is possible before continuing this topic. It sounds interesting, but if it can't be done there's no point.
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