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Training Grounds Idea (Move, thanks worm! )
#9
Well, if you want perks, I can throw in a few suggestions...

Infantry.

Shield Wall. Reduces damage received by player for each shield-wielding ally within a certain radius. Bonus from neighbours who themselves have active Shield Wall is doubled.

Bloodlust. Increases damage both to self and enemies for some time. Quite self-obvious.

Adrenaline Rush. For one minute, player enjoys higher attack speed, higher damage and any damage to himself is reduced. After one minute is over, all damage that he has been saved from is immediately dealt to him x2, and if he survives that, then for 2 more minutes he will still be slower and weaker.

Archers.

Second Line. Works the same as infantry's Shield Wall, except archer does not provide any extra bonus to others by activating this perk.

Stinging Arrows. All arrows are envenomed for the duration of the perk. Any enemy hit with a venomous arrow will receive small but continuous damage until he's dead (it's one hit one kill perk, but it may take quite a long time for the bot to die).

Hitting Vitals. Any enemy hit with an arrow when perk is active will have it's speed reduced (by half if it's a horse, to 5 kph  - town walker's speed - if it's a humanoid).

Mighty Arrow. Any enemy hit with an arrow when perk is active will suffer some additional damage and will fall on the ground. If mounted, then he will fall from his horse. If the horse is hit, the rider will be dismounted with 50% probability.

Cavalry

Spurs. Horse gets speed and maneuverability bonus for some time. Pretty obvious.

Vital Spot. Any damage delivered with a lance will be doubled.

Equestrian Artist. Any damage horse suffers from missiles and thrown projectiles is halved.
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Re: Training Grounds Idea (Move, thanks worm! ) - by Lav - 04-01-2012, 02:23 PM



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