tech: poisoned weapon - IMPLEMENTED

Post Reply
DooM223
Posts: 94
Joined: Sun Apr 27, 2014 6:52 pm
Location: This is RUSSIA!!!!!

tech: poisoned weapon - IMPLEMENTED

Post by DooM223 » Sat May 03, 2014 7:35 pm

Some warriors have the opportunity of poisoning the enemy.Takes 5hp/turn. Duration of action: 3 turn.

User avatar
balint
Posts: 1274
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: tech: poisoned weapon

Post by balint » Sat May 03, 2014 9:35 pm

this needs a new engine which is not implemented yet
This is Hungary and winter is coming.

Stratego (dev)
Site Admin
Posts: 9682
Joined: Fri Apr 25, 2014 9:28 pm

Re: tech: poisoned weapon

Post by Stratego (dev) » Sun Feb 08, 2015 10:28 am

this is not a tech but an ability that must be activated.
so some units have poison on them and they can poison the weapon that lasts a few turns.

and yes i am not sure i can configure this, but maybe (i can do very complex things :))

the point is: this is not a tech but an ability or spell, i will move it into a new section will be called abilities/spells.

btw: which race and which units u though having this ability?

User avatar
balint
Posts: 1274
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: tech: poisoned weapon

Post by balint » Sun Feb 08, 2015 12:13 pm

i think orcs used poisoned arrows to compromise their poor skills
This is Hungary and winter is coming.

Stratego (dev)
Site Admin
Posts: 9682
Joined: Fri Apr 25, 2014 9:28 pm

Re: tech: poisoned weapon

Post by Stratego (dev) » Sun Feb 08, 2015 4:37 pm

ok, which units among orcs?

User avatar
balint
Posts: 1274
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: tech: poisoned weapon

Post by balint » Sun Feb 08, 2015 5:44 pm

the ranged warriors.
the orcs have archers too, but they are inefecrive and low ranged compared to himan. that is why they use poison on the arrows.
This is Hungary and winter is coming.

max-damage
Posts: 550
Joined: Mon Jan 19, 2015 1:04 am
Location: right behind you...

Re: tech: poisoned weapon

Post by max-damage » Mon Feb 09, 2015 3:31 am

I agree...maybe undead archers, too, just by their infectious nature...
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...

Stratego (dev)
Site Admin
Posts: 9682
Joined: Fri Apr 25, 2014 9:28 pm

Re: tech: poisoned weapon

Post by Stratego (dev) » Tue Mar 03, 2015 7:29 pm

orcs have already a similar ability.

Ness

Re: tech: poisoned weapon - IMPLEMENTED

Post by Ness » Wed May 27, 2015 2:28 pm

Currently this ability lasts 2 turns but only on 1 turn unit can poison enemy. I think at this ability should last 3-4 turns.

User avatar
Sunrise Samurai
Posts: 2650
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: tech: poisoned weapon - IMPLEMENTED

Post by Sunrise Samurai » Thu Nov 02, 2017 12:39 am

Currently, poisoned weapon on most orcs is a total waste of time. Few enemies survive a master orc warrior hitting them already, and for any orc to cast it costs them a turn that they would do more damage in attacking.

As much as I don't know if it is a good idea to add even more power to orc units, I would like to propose we adjust this to be a permanent upgrade to all units that would have the ability. This means anything that would cast it on themselves now deals poison on every hit once researched. That would at least make this a useful upgrade.
Currently residing at the local ninja academy. I'm still watching though.

User avatar
LordOfAles
Posts: 3659
Joined: Tue Jul 18, 2017 12:27 pm
Location: Montenegro

Re: tech: poisoned weapon - IMPLEMENTED

Post by LordOfAles » Thu Nov 02, 2017 5:36 am

This is supposed to be used against armored units and cavalry JUST BEFORE the battle, i still find it useful for me
The Crusade never ends...

User avatar
Sunrise Samurai
Posts: 2650
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: tech: poisoned weapon - IMPLEMENTED

Post by Sunrise Samurai » Thu Nov 02, 2017 11:33 am

Yeah, that 1 turn window you may or may not have. I think it would be preferable to just give permanent poison, rather than need to cast it.
Currently residing at the local ninja academy. I'm still watching though.

User avatar
LordOfAles
Posts: 3659
Joined: Tue Jul 18, 2017 12:27 pm
Location: Montenegro

Re: tech: poisoned weapon - IMPLEMENTED

Post by LordOfAles » Thu Nov 02, 2017 1:06 pm

....

Anyways always seems too OP, maybe just prolong the duration to 5
The Crusade never ends...

User avatar
Alexander82
Posts: 6757
Joined: Thu Feb 26, 2015 8:18 pm

Re: tech: poisoned weapon - IMPLEMENTED

Post by Alexander82 » Fri Nov 03, 2017 1:04 pm

I would simply 2 two things:

1) extend it to other subraces (goblins and such)

2) extend it to ranged.

This way you trade power for versatility.

You haven't a fixed poison damage but you can give up one attack for a few turns of poison.
Age of Fantasy design leader

User avatar
LordOfAles
Posts: 3659
Joined: Tue Jul 18, 2017 12:27 pm
Location: Montenegro

Re: tech: poisoned weapon - IMPLEMENTED

Post by LordOfAles » Fri Nov 03, 2017 1:12 pm

Agreed. and maybe prolong duration by 1 turn
The Crusade never ends...

User avatar
Sunrise Samurai
Posts: 2650
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: tech: poisoned weapon - IMPLEMENTED

Post by Sunrise Samurai » Sat Nov 04, 2017 5:23 pm

Alexander82 wrote:I would simply 2 two things:

1) extend it to other subraces (goblins and such)

2) extend it to ranged.

This way you trade power for versatility.

You haven't a fixed poison damage but you can give up one attack for a few turns of poison.
Makes a lot more sense to give it to goblins anyway, both for realism (goblins are small and look for any edge they can get) and balance (goblins have less attack, so can actually benefit more)

Ranged: typically the ideal place for poison anyway, so good idea.
Currently residing at the local ninja academy. I'm still watching though.

User avatar
Alexander82
Posts: 6757
Joined: Thu Feb 26, 2015 8:18 pm

Re: tech: poisoned weapon - IMPLEMENTED

Post by Alexander82 » Sat Nov 04, 2017 7:56 pm

Yeah. If Daniel agrees I'll simply extend poison to other orc units.
Age of Fantasy design leader

Post Reply

Return to “IMPLEMENTED - ARCHIVED”