Following on from a post I made a few months ago about the challenges of adding new content without diluting what’s already there, what new GPs would you think/ like to see in the next year of releases? I think coming up with new GPs that are unique and interesting will be a challenge. Especially with Mythic Age destructive powers. It will be difficult to create a power that is different enough from the click and total destruction kind like Earthquake, Typhoon or Great Flood. They did surprise me with the direction they look with the Japanese. They made most of them pretty unique, but overall Japanese GPs definitely lack a wow factor!
I was thinking about the Aztecs. A no-brainer would be a Mythic Age GP based around a volcanic natural disaster. To make it unique and still give that mass destruction I thought you could make a hybrid power that borrows from Tartarian Gate and Meteor. You place the body of the volcano on the map and as it rises it destroys any non TC buildings around it instantly. It then shoots out lava bombs that hit the ground similar to mini meteor impacts. What do you think? Could you think of any other likely GPs? How would they do them? What GPs/ concepts of GPs are you really hoping for?
The Aztecs would be really cool! But I also think there are other pantheons that really should be added to the game. I think adding pantheons like from Incan, Hawaiian, and Mesopotamian mythology would be really cool. I really hope they add those.
some GPs right out of my head could be beside obvious vulcano:
some single target meteor like the Susanoos GP
more hex stuff similar to Aphrodites GP
some terra forming would be amazingly cool but maybe too crazy
a bolder rolling over units?
an avalanche
no dmg but utility like windstorm/hurricane which slows movement/attackspeed for a solid minute
more trap GPs like spiderlair (but better/cooler - GP is still one of the least satisfying to use GPs in my opinion)
stuff like carnivora is always cool! some stationary attack “alive” thing. like a tree who acts like the Whomping Willow from Harry Potter or throwing rocks
some thornbush wall could be cool
some GP like the ghost in Lord of the Rings who leave the pirate ships could be an AMAZING GP storming/stampeding/floating over an area and then disappeare
some more GPs who create ressources like a pool/pond with fish (would be maybe too strong on low food maps like desert or underworld maps?)
more single target transformation or casting spells like son of osiris/Zshogun but no hero unit and a myth unit like Freyr GP
some maybe song or love GP where units in an area have to listen or make love instead of making war? ormaybe forced to eat?
some GPs involving time like sending a unit back a path or accelerate a unit or multiple units?
TIME FREEZING! similar to frost but units which enter also get time freezed so its basically a mix between frost and a local ceasefire.
some more portal GPs summoning creatures
some DUNE like underground “worms” attacking and moving in an area like a much better serpent plague
some madness GP where the units fight till they die or kill themselves instantly
some vortex GP but for enemy units
hole map goes “under water” flood the hole map or maybe an area and a giant sea creature appears out of the ground eating some units and disappears or during the hole map is underwater ships and myth units are allowed to move over every terrain but get instanly destryoed after the GP ends (maybe after about 5 minutes?)
quciksand?
a special building as a GP who builds a special unit?
transforming a certain small area into an oasis or jungle of some sort?
fog? some which reduces sight either of all units (longer duration) or just enemies (shorter duration)?
a toxic flower field which stays for quite some time looking pretty but units who walk through get poisoned?
bee/hornet swarm
giant bat-swarm like dracula in dracula untold maybe even creating a giant fist crushing down on the enemies in an area?
creating an island with nymphs on water maps lettings ships get uncontroled and crushed on its shores - on land it could be a rock formation where unit get picked up and siege gets destroyed and only heroes and myth units on water or land are excluded
a fire spell which is similar to forestfire but for only buildings
a rodent plague where you cannot build fields in an area for a pretty long time and fields placed on it get quickly destroyed?
bloodmoon which enrages units still controllable but taking more dmg also dealing more dmg or maybe transforms your human military into wereanimals?
a lighting-ball which travels over an area zapping around with lightning damaging units in its path?
taking all units in an area into a different realm out of the battlefield for a couple second?
etc.
maybe some food poisoning letting units have an upset stomach needing preventing them from fighting?
transforming a selected building into a giant golem?
some fertility GP giving the player the ability to build more houses?
a GP giving the ability to transfrome houses into defensive buildings with or into towers?
a GP which creates some sort of “arena” where units in this area have to fight uncontrollable?
a GP which transforms a myth unit into a hero?
a GP which let docks be some “underworld” transportation?
Maybe they can do one like traitor, but instead of one unit stolen permanently, it’s a group of units for 30 seconds or so. This lets you briefly turn the tide of battle and potentially even set up a spot where you can execute them. If there was a sacrifice mechanic for favor then maybe you can lure them back to your base alive for more favor gain.
Another power I could think of would be one that temporarily increases your population capacity. Perhaps +2 for each town center and +1 for each house if it’s a heroic age or maybe more if it’s a mythic age power. The numbers are up to the balance team. However, this way if you are well prepared with resources and military production, you can pop out a larger army and hope your army advantage helps you win the next major fight. I think a military based power would be very fitting for the Aztecs.
Balance sake this prob should not be something thats doable. Since then i can Just take your units, fight until theres a couple seconds left of the effect and then delete them so you dont get them back.
I think there’s a lot of room to balance that as you can limit the group to X amount of units, or use a formula worse than curse, or just remove the delete function for units controlled by the GP.
They would be dead either way if brought back to your base for execution even with no delete function though. And unless the fight happened at your base, it would take more than a few seconds to bring them back. For example if it takes 20 seconds to walk them back to your base that’s already 2/3rd of the duration wasted. If need be, the duration could be even shorter.
For some things yes for others not so much. Some interactions dont really allow for much balance and they turn very black and white, either tis good and busted or useless with no in between.
Btw i was talking about that specific interaction you mention of allowing you to delete a group of temporary controlled units, not the whole idea.
Yes, but theres a big difference in a curse with extra steps and a chaos + curse god power, which was the scenario i referenced. Being able to fight and then just delete troops before the timer is over and having to expand walk time not fighting to get into a kill box are very different scenarios in strengh.
I mean for this power we got range/how much it can effect), duration, and degree of control (to delete or not to delete). What other concerns do you have about the concept and I can try and help address them too.
Yeah I agree with you completely. That is why I brought up the idea of forced walktime back to your base for execution after suggesting they remove the delete function. Much better situation where much of your duration is wasted (like the example I originally used).
I agree which is I brought up removing the delete function and having to make the assessment between keeping them fighting like chaos or waste the duration of walking them back to base for sacrifice.
Nothing really, all things that are a numeric value can be tunned. I was just refering as i said to a very niche interaction that you proposed which after that you proposed to remove.
first of all: my ideas were very spontaneous i didn’t think much about them but thanks for appreciating and reading them! thanks for the feedback aswell!
about the terraforming yes i think something like that but i see this could be problematic on maps like jotunheim…
other ideas?
yes i honestly got this avalanche idea from a very cool AoM EE mod called Wrath of Gods. there you get Frigg as a mythic age goddess who has this exact godpower. and it looks and feels really awesome!
hm maybe you are right about the fire spell maybe it really is too similar too old chinese roots GP… but i thini it could look cool seeing a fort or TC burn with maybe scream vfx “of ppl running out of the buildings”. it would dmg nerby units like forestfire with doing less dmg to myth units and heroes. it could also not stop but slow productions in this building. (it would be just one building otherwise it would be too strong i could imagine)
about time freezing: you cannot give inputs to units during frost too. and it would be in a much smaller area but units would receive more dmg instead of less like during frost
vortex in reversse might be too strong i agree - and honestly even i think current vortex feels cool when you use it, i personally think its one of the most annoying/unfair-feeling GPs to play against especially vs Oranus. so yeah i should scrap this idea.
quicksand not like swampland. it would let units stuck in ground for and slow them very hard but they can still fight but not really move. that was the idea i had but maybe like swampland but smaller area would be also a fun classical age GP
the dock port thing was the most random idea i had when writing my ideas xD would be also hard to balance and making work of it but i like your idea of giving temple or dock reviving units! (also there actually is a GP who does that - the classical age tree from japan civ ^^)
Yea that can become an issue when small gaps can be closed
Unless its temporary or has a hitbox do it can be destroyed it can be unfun to interact against it.
Yea it depends on how you make it work, it Just sounded like the roots GP and that one was very strong.
I understood it different. Kinda like Cease fire in tos effect. If its like frost then its Just a stun with a flavourful wording.
The difference is in the radius, how Long it Last and if you can Hit the units, and if you can of if it also boost the units armor (at which point its Just frost) . Otherwise you can Just clean an army. Stund ard very very strong.
Interesting, it becomes a win more god power that doesnt allow your opponent to retreat. It can also lead to invalidate calvary since if calv units are stuck even for lets say 5 seconds in place dedícated anti calv is gonna clean them.
Yea, the dock one seems a more complex underworld that requires a lot of set up.
As for the revive part, while true that the japan tree does thet i was thinking more in the way of Nuwa EE archaic god power.
Godpower that upgrades unit temporarily to be stronger and lifesteal. The unit will cost 1 favor/sec to stay in stronger beyond certain duration. You end it by recasting the godpower. (Age 3 godpower)
Godpower that curses enemy units to do deal % based damage to nearby units when they die. Duration should be about 30 seconds (Age 3 godpower)
Temporary impassable terrain. Split up enemies (Age 2 godpower)
Target area to make buildings sturdier and deal more damage. New buildings constructed in this area build faster during the duration (Age 2 godpower)
Permanent totem that buffs allies around. Allies around it attack faster. (Age 2 godpower)
Converts goldmine into gold extraction device. Villagers cant gather from it, but it automatically gathers gold like 5 villagers until destroyed by opponent (Age 3 godpower) or the mine is depleted.
Make units in area deal minor area damage (Age 3 godpower)
Temporary epic massive unit with cool animations. Like Anaconda that throws enemies in air, eats them, and shows it teeth petrying units. (Age 4 godpower, recast cost around 350 favor)
Lock an enemy unit temporarily. It cannot move or attack. (Age 1 GP, Recast cost around 30 favor)
Give a flying mount to a villager. It now can fly around the map, do usual villager stuff while working as dropsite for other villagers. (Age 2, it will cost around 50+25 favor to recast)
Disable Wonders from this lobby. My personal favorite. Totally not biased or bad design. (Age 0 godpower, just automatically enabled in every lobby)
Upgrade a temple to block godpowers around it (Age 2)
For a duration units gain shield based on damage they deal (Like flaming weapons but defensive)