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Home Invasion/Takeover http://thefarwilds.com/forum/viewtopic.php?f=3&t=86 |
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Author: | AnotherMrE [ Sun May 04, 2008 7:38 am ] |
Post subject: | Home Invasion/Takeover |
Race: Unaligned/None Cost: You decide Gain control of target building if you have 2 more friendly units/buildings units than the number of unfriendly units/buildings adjacent to it. The building gets 6 (pick a number) control (or whatever you want to call them) counters. Remove a counter at the end of each round. Remove an additional control counter for each friendly unit greater than the number of unfriendly+1 units adjacent to the building at the end of the round. Counters to be removed at end of the round: If Friendly - (Unfriendly+1) > 1, then remove 1 + (Friendly - Unfriendly) counters at end of round. Otherwise, remove 1 counter at end of round For every control counter, reduce the building's vision by 1 (meant to reduce the area it controls). Use friendly and unfriendly so you don't have to go back and change it for team games. |
Author: | Altren [ Sun May 04, 2008 9:30 am ] |
Post subject: | Re: Home Invasion/Takeover |
Sounds interesting. AnotherMrE wrote: Race: Unaligned/None Best fit to Mountain Folk. Need second MF domain level.AnotherMrE wrote: Cost: You decide About 4 points.Type: enchantment AnotherMrE wrote: The building gets 6 (pick a number) control (or whatever you want to call them) counters. 4 counters.AnotherMrE wrote: Remove a counter at the end of each round. No, remove onlyIf Friendly - Unfriendly > 2 (same as yours), then remove (Friendly - Unfriendly - 1) counters at end of round. Otherwise, remove 0 counter at end of round or restore if (Friendly - Unfriendly) < 0. If counters become more than start value enchantment removed. Remove at least one counter each turn is bad because building can't be saved at all. AnotherMrE wrote: For every control counter, reduce the building's vision by 1 (meant to reduce the area it controls). Hm, not sure that it's necessary, but why not.
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