Armor and Armor Piercing

Matt Sontum

Approved user
Joined
Dec 27, 2015
Messages
24
Rather than giving horse units a ton of HP, why not implement a mechanic based around the concept of armor and armor piercing? Units like knights could have HP closer to foot soldiers, but then have high base armor to mitigate a percentage of the damage dealt to them. Then defensive structures like ballista and units like spearmen could have armor piercing to mitigate a portion of that armor. Conversely, units like archers would have no armor and thus armor piercing would not improve the damage done to them. In addition, units could improve their armor/armor-piercing with blacksmith upgrades and you could get associated armor/armor-piercing blessings and research armor at the library.
 

Matt Sontum

Approved user
Joined
Dec 27, 2015
Messages
24
There is one problem with your idea. Nexon programer capability.


I know it sounds like a significant overhaul, but at it's heart it's pretty simple. Armor mitigates a percentage of damage, and armor piercing mitigates a percentage of armor. No graphical or AI changes are needed, you just need to assign armor and armor piercing values to units, and re-balance the existing attack and HP values to account for it.

Also, I'm pretty sure Nexon is the distributor, and Big Huge games is the developer. Big Huge is really good, I remember back when I first played Rise of Nations. That was way ahead of it's time. An RTS that seemlessly blended Civ like elements. A bit like Age of Empires but much better.
 
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