New unit ideas

Wyrmsun is an RTS / Grand Strategy game which features elements of mythology, history and fiction.
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b_o
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New unit ideas

Postby b_o » Thu Nov 27, 2014 8:30 am

Here's some unit ideas for possible new units for wyrmsun.

Gnomish herbalist, sort of a non-magical quasi-mage which harvests ingredients to make potions for spell like effects, attacks with a knife (or sling?) and could perhaps summon animals or something, and heal wounds or cure poison(from assassin poison arrows) or cure disease(from rats):
herbalist.png
herbalist.png (1.59 KiB) Viewed 3750 times
The assassin upgrade for the goblin archer, since the icon already exists:
assassin.png
assassin.png (1.19 KiB) Viewed 3750 times
Giant, based on a dwarf animation scaled with xBRZ and then modified:
giant.png
giant.png (1.74 KiB) Viewed 3750 times
Cyclops, based on the giant.
cyclops2.png
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Andrettin
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Re: New unit ideas

Postby Andrettin » Thu Nov 27, 2014 9:21 pm

Very nice ideas.

For the gnomish herbalist, "herbal cure" could be the ability it starts with (possibly being a short-range, but more powerful, healing ability). The harvesting of ingredients and making of potions could require abilities learning through level-up (so that only more experienced herbalists need more micro); this would require some engine changes to add the possibility of units having an inventory.

The goblin assassin's improvements over the goblin archer could be increased damage and HP. The assassin could perhaps be able to learn a poisoned arrow ability or something of the sort (like an arrow attack with poison that slows instead of taking away HP). There could also be a band of goblin assassin mercenaries recruitable at the mercenary camp (in Nidavellir maps).

Giants/ettins and cyclops could feature in Jotunheim maps, being hostile to all players. Additionally, there could be giant or cyclops bands of mercenaries recruitable at the mercenary camp (in Jotunheim maps), as they are big enough to be at least as strong as a veteran infantry unit. Without having to go into making a whole orcish civilization, there could nevertheless be RPG-like missions for an orcish hero, in which he would have to face giants and cyclops.

With the cyclops being blue-skinned and having a horn, it might be practical to adapt for it this icon which Jinn made, so that it has one larger round eye in the forehead, rather than two eyes:
Image

The cyclops could have personal names from mythological cyclopses:
Arges ("Vivid"), Brontes ("Thunderer"), Polyphemus ("Many-Voiced", name would be split into prefix and suffix), Steropes ("Lightner"), Tepegoz (an ogre with a single eye from Turkic mythology; apparently derived from the Greek Polyphemus myth; Tepe means "top, crown of the head" and Göz means "eye", name would be split into prefix and suffix), Depeghoz (Depêghöz, same as Tepegoz, given by Jacob Grimm in Teutonic Mythology p. 424).

Giants could have personal names from the giants of Norse mythology (split into prefixes and suffixes where applicable).
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b_o
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Re: New unit ideas

Postby b_o » Fri Nov 28, 2014 4:45 am

This could probably be improved:
cyicon.png
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b_o
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Re: New unit ideas

Postby b_o » Fri Nov 28, 2014 4:10 pm

Andrettin wrote:For the gnomish herbalist, "herbal cure" could be the ability it starts with (possibly being a short-range, but more powerful, healing ability). The harvesting of ingredients and making of potions could require abilities learning through level-up (so that only more experienced herbalists need more micro); this would require some engine changes to add the possibility of units having an inventory.
I modified jinns gnome recruit icon to make this example(which isn't really intended for use, as it looks too much like the recruit, and could use improvements as well), something similar to this is what I'd picture for an ingredient harvesting ability upgrade button, 'herbal lore' or something:
ghicon.png
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Andrettin
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Re: New unit ideas

Postby Andrettin » Fri Nov 28, 2014 7:14 pm

b_o wrote:This could probably be improved:
cyicon.png
That looks quite nice, thanks!
b_o wrote: I modified jinns gnome recruit icon to make this example(which isn't really intended for use, as it looks too much like the recruit, and could use improvements as well), something similar to this is what I'd picture for an ingredient harvesting ability upgrade button, 'herbal lore' or something:
ghicon.png
The added mushroom and modified hat in this icon are nice changes, but it seems to me that the magnifying lens occupies too much space, so that not much can be seen of the gnome's face. In any case, I'm not sure if a pointy hat (which is typically used for wizards) would fit a herbalist very well, perhaps something that looks more attuned to nature would work better.
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b_o
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Re: New unit ideas

Postby b_o » Mon Jan 05, 2015 11:02 am

A water elemental could be based off of the giant:
watel.png
watel.png (1.67 KiB) Viewed 3511 times
Here's a couple of boat ideas, though I don't know what kind of function these would have:
gboats.png
gboats.png (1.85 KiB) Viewed 3508 times
Downhill cart racing (no, I'm not serious about this):
cart.png
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Andrettin
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Re: New unit ideas

Postby Andrettin » Tue Jan 06, 2015 11:05 pm

Those are pretty nice.

What I had in mind for naval units was one ship type that transports units and allows organic ranged units to fire from within, and a warship that would fire with a catapult/ballista. The boats could be used as a previous form of the transport ship with less requirements to build (and which could upgrade to the transport ship later on) available to the goblins. It could then carry only one unit (and that unit wouldn't be able to attack from the boat), and the boat could normally appear empty, but if it is "transporting" a unit, then the goblin would appear in it (maybe allowing only goblins to enter the boat, so that there wouldn't be a situation in which a dwarf enters the boat and goblin graphics appear in it).
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Re: New unit ideas

Postby TaShadan » Thu Jan 08, 2015 6:19 pm

Love those new unit ideas :) Looking forward to it! Will the goblins be a playable race in multiplayer?
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Andrettin
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Re: New unit ideas

Postby Andrettin » Thu Jan 08, 2015 10:37 pm

TaShadan wrote:Will the goblins be a playable race in multiplayer?
Not for the foreseeable future, unfortunately, mainly because doing so would make it a lot more work to deepen the tech tree (for instance, when adding cavalry units or ships), if the goblins were to remain reasonably competitive with the others.
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b_o
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Re: New unit ideas

Postby b_o » Mon Feb 02, 2015 4:30 pm

Some ideas for the humans:
A monk with a Roman tonsure:
monkr.png
monkr.png (1.12 KiB) Viewed 3401 times
A monk with a Celtic tonsure
(I've seen a few different descriptions of this. This version is easier to draw at this perspective than the other two celtic versions):
monkc.png
monkc.png (1.13 KiB) Viewed 3401 times
An eastern monk with shaved head:
monke.png
monke.png (1.11 KiB) Viewed 3401 times
A pagan priest:
druid.png
druid.png (1.16 KiB) Viewed 3401 times
The monks could also carry a staff with a cross on top.
Team colors could be on the robes or belts.

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