DeletedUser8396
Guest
Proposal: To give each myth unit special capabilities and/or buffs.
Have I checked the lists?: This is based off of Cyclopults, but is unique in that it focuses on all myth units.
Details: While the idea of Cyclopults (Cyclops having catapult wall damage) is excellent, the concept is much better in my opinion: giving myth units powers beyond attack and defense.
That is why I made this. Here are my ideas for special myth unit powers. Some ideas you may not like. The comments is your area to voice disapproval and couple it with an alternative. My initial thoughts:
Minotaur: +1% luck per Minotaur, up to a maximum increase of 5%
Manticore: +1% to any sharp damage per Manticore, up to a maximum increase of 7%
Cyclop: Can destroy walls like catapults (credit to Cyclopults thread)
Hydra: Increases ship speed by 1% per Hydra up to 7%; Hydra takes speed of slowest ship
Harpy: Reduces wall effectiveness by 0.5% per Harpy, up to 5%
Medusa: Increases time required to conquer or revolt a city by 0.25% per Medusa, up to 5%
Centaur: Increases wall effectiveness by 0.25% per Centaur up to 5%
Pegasus: Capable of defending at any city, no matter the god worshiped
Cerberus: If present in the city at time of enlistment, 1% more city guard per Cerberus up to 10%
Erinys: Enemy defense decreases by 0.5% per Erinyes, up to 3%
Griffin: Steals 50 silver from the cave per Griffin, up to 500
Calydonian Boar: Decreases attackers luck by 0.75% up to 3%
Divine Envoy: Makes units feel warm and fuzzy inside because, deep down, they know they are not as useless as this unit.
Visual Aids: N/A
Abuse: This idea swings favor into the hands of attackers a bit. I doubt anyone will mind that facet.
Summary: If you like them all, great! If not, suggest improvements! If you hate this entire idea and want me to fall into a pit, mention the first half
Have I checked the lists?: This is based off of Cyclopults, but is unique in that it focuses on all myth units.
Details: While the idea of Cyclopults (Cyclops having catapult wall damage) is excellent, the concept is much better in my opinion: giving myth units powers beyond attack and defense.
That is why I made this. Here are my ideas for special myth unit powers. Some ideas you may not like. The comments is your area to voice disapproval and couple it with an alternative. My initial thoughts:
Minotaur: +1% luck per Minotaur, up to a maximum increase of 5%
Manticore: +1% to any sharp damage per Manticore, up to a maximum increase of 7%
Cyclop: Can destroy walls like catapults (credit to Cyclopults thread)
Hydra: Increases ship speed by 1% per Hydra up to 7%; Hydra takes speed of slowest ship
Harpy: Reduces wall effectiveness by 0.5% per Harpy, up to 5%
Medusa: Increases time required to conquer or revolt a city by 0.25% per Medusa, up to 5%
Centaur: Increases wall effectiveness by 0.25% per Centaur up to 5%
Pegasus: Capable of defending at any city, no matter the god worshiped
Cerberus: If present in the city at time of enlistment, 1% more city guard per Cerberus up to 10%
Erinys: Enemy defense decreases by 0.5% per Erinyes, up to 3%
Griffin: Steals 50 silver from the cave per Griffin, up to 500
Calydonian Boar: Decreases attackers luck by 0.75% up to 3%
Divine Envoy: Makes units feel warm and fuzzy inside because, deep down, they know they are not as useless as this unit.
Visual Aids: N/A
Abuse: This idea swings favor into the hands of attackers a bit. I doubt anyone will mind that facet.
Summary: If you like them all, great! If not, suggest improvements! If you hate this entire idea and want me to fall into a pit, mention the first half