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IDProjectCategoryLast Update
0026401AI War 2SuggestionFeb 17, 2022 2:25 pm
Reporterpmm5000_1 Assigned ToChris_McElligottPark  
Severityfeature 
Status feature for laterResolutionopen 
Product VersionBeta 3.804 Bug Smooshing 
Summary0026401: A More Necromantic Necromancer Empire
DescriptionSuggestion made simply because I'm a fan of Necromancy in general. 

This suggestion is meant to basically increase the content for Necromancers to match up to what the Human Survivors have. And is admittedly a huge power increase with a corresponding challenge attached to it. 

Let's start off with the basic premise. Necropolises are a Necromancer's base of power. We literally infuse it with the life essence of massive creatures and creatures beyond the rifts of space for....eh...more hex slots and the right to create more powerful undead. Oh. And more health, shields, and damage for the Necropolis. My basic premise here is Necropolises are a little underwhelming for what they are. Hence, I would suggest at least a standing garrison for each type that increases for each type of Necropolis, mostly to supplement the lack of turret spam.

Like for Minor,
Lvl 1:10 Skeletons, 5 Archers, 5 Warriors.
Lvl 2: 20 Skeletons, 10 Archers, 10 Warriors, 5 Rogues,
Lvl 3: 30 Skeletons, 20 Archers, 20 Warriors, 10 Rogues, 5 Mages,
Lvl 4: 45 Skeletons, 30 Archers, 30 Warriors, 20 Rogues, 10 Mages, 5 Lords,Lvl 5: 60 Skeletons, 45 Archers, 45 Warriors, 30 Rogues, 15 Mages, 10 Lords, 5 Wights
Lvl 6: 90 Skeletons, 60 Archers, 60 Warriors, 45 Rogues, 25 Mages, 15 Lords, 10 Wights, 5 Mummies. Basically Skeletons and eventually Wights and Mummies. 

For Defensive.Lvl 1:10 Skeletons, 5 Archers, 5 Warriors 5 Rogues
Lvl 2: 20 Skeletons, 10 Archers, 10 Warriors, 10 Rogues, 1 Igor, 1 Banshee
Lvl 3: 30 Skeletons, 20 Archers, 20 Warriors, 20 Rogues, 5 Mages, 2 Igors, 2 Banshees
Lvl 4: 45 Skeletons, 30 Archers, 30 Warriors, 30 Rogues, 10 Mages, 5 Lords, 3 Igors, 3 BansheesLvl 5: 60 Skeletons, 45 Archers, 45 Warriors, 45 Rogues, 15 Mages, 10 Lords, 5 Wights, 4 Igors, 4 Banshees, 1 Revenant, Lvl 6: 90 Skeletons, 60 Archers, 60 Warriors, 60 Rogues, 25 Mages, 15 Lords, 10 Wights, 5 Mummies, 5 Igors, 5 Banshees 2 RevenantsHere we start off with Rogues as well, and then get more Igors for the engineering support, Banshees for counter stealth, and later on even add in additional counter snipe assuming you built Catapults.

For Major. That's where things I think would get interesting. I would propose a similar scheme as above for a Basic Major Necropolis. Only including more of the Utility units. Then, scattered around the map would be these special Super Rifts (better name would be appreciated). the first of which is guarded by 1 Templar Super Fortress that requires 150 Points to corrupt, and every Super Rift you capture causes the rest to have an additional Orbital Templar Super Fortress. I would probably make it so there are only 7 of these rifts with the last being a tier 7 and acts as a special way for the Necromancer to win the game. And the time to hack each rift is like 10 minutes, and the AI is also trying to murder you as well. 

Now what can you get from these Super Rifts? Allow me to lead with the fact that Necromancers are known for 3 things, Raising the Dead, Cursing Their Enemies, and Death Magic. As such, you have the opportunity to increase your skills in these talents and then spend Life Essence in Specializing your various Major Necropolises in the different skills. This will absolutely complicate things dramatically and be an utter nightmare to program I imagine. At the same time it's like 1 AM. 

The basic idea here is, buff Necropolis and Necrofleet gets a minor buff while Necropolis gets full buff. 
1.Raising the dead, you have higher chances of raising higher level undead from basic skeletons. Eventually even getting whole bone dragons out of them at Lvl 7 while the Necropolises would get a better garrison. 
2. Cursing enemies would add increasingly crippling debuffs to any World the Necrofleets visits while also buffing their undead troops with the opposite of the debuffs while the Necropolises would eventually be able to spread their curses to the surrounding worlds. 
3. Death magic? I dunno. Summon Undead from another world? Undead equivalent of Outguards? Throw a Necronuke into a world? Summon the Literal Lord of Death and Despair? Maybe even a Galactic Apocalypse? 

Now of course, this does mean that should you specialize your Necropolis or Phylactery in one of the.... let's just go with 2 talents, Raising the Dead and Curses, you increase the amount of Life Essence to upgrade your Necropolis by hmm....let's go with x3? And give the option to specialize in both but the cost is now x7. And the buff is highly dependent on the Necropolis itself, so don't let it die. And it's cheaper in the long run to do it at the start because the cost to convert your Necropolis goes up by...x9? On account of it's harder to change something that was built on the ideas of something else?
Anyways. That's it for my suggestion regarding this matter.
TagsNo tags attached.

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child of 0026429 feature for later Parent: Collection of ideas for game features to implement 

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BadgerBadger

Feb 16, 2022 2:28 am

manager   ~0064543

These are interesting ideas, but it's way out of scope for the remaining time on this project

Chris_McElligottPark

Feb 16, 2022 9:16 am

administrator   ~0064545

I'm marking this as a feature for later so that if any modders or similar want to do things, then they can, but this is way out of scope of what we would be doing. The necromancers are pretty much feature complete.

ZeusAlmighty

Feb 16, 2022 2:49 pm

manager   ~0064556

Badger, the stuff for the Necropolis/Phylactery (giving them a garrison) is pretty trivial for me to add and I'm sort of sympathetic to the idea but this does make them "more defensive"

Chris_McElligottPark

Feb 16, 2022 2:58 pm

administrator   ~0064557

Zeus, if you want to add that as an option, then that's fine with me from the perspective of it not being any larger expense to Arcen or whatnot. But it does kind of undercut a lot of their main design, I dunno. I'm not opposed to whatever options people want to try out, though.

BadgerBadger

Feb 16, 2022 3:02 pm

manager   ~0064558

I don't really want the necromancer to have powerful defenses because that makes the Sidekick + Human Empire incredibly good at turtling. Also it removes an interesting difference between the Human Empire and the Necromancer. I don't want people to be able to play them the same way, I want people to need to find new strategies.

That said, if relatively small garrisons were given (and you can do all of it in XML) then it might be okay.

Chris_McElligottPark

Feb 16, 2022 7:07 pm

administrator   ~0064563

That makes a lot of sense to me.

pmm5000_1

Feb 17, 2022 12:20 am

reporter   ~0064565

Yeah. In hindsight, I didn't really intend the Garrisons to be that big. Just something that could wipe out some stragglers like the Bone Piles, Keeps, and Castles do.

Also, Question regarding the Sidekick role. Does it have basically the same stuff as a Necromancer Empire? I was thinking it was just going to be like the Champion from AI War 1. Chances are pretty high that I'll never play it because well. I don't play Multiplayer. And everything I mentioned was specifically for the Necromancer Empire only.

Chris_McElligottPark

Feb 17, 2022 8:20 am

administrator   ~0064567

Sidekick is just an easy way to have a friend have a simpler time in multiplayer. They can't lose, but the main players can, and they don't start with a planet of their own, but start on the planet of another player. Unless playing MP, there's no reason to ever play sidekick. Necromancer empire is where it's at for anyone who plays SP, or who plays MP more intensely.

Issue History

Date Modified Username Field Change
Feb 16, 2022 2:11 am pmm5000_1 New Issue
Feb 16, 2022 2:28 am BadgerBadger Note Added: 0064543
Feb 16, 2022 9:16 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Feb 16, 2022 9:16 am Chris_McElligottPark Status new => feature for later
Feb 16, 2022 9:16 am Chris_McElligottPark Note Added: 0064545
Feb 16, 2022 2:49 pm ZeusAlmighty Note Added: 0064556
Feb 16, 2022 2:58 pm Chris_McElligottPark Note Added: 0064557
Feb 16, 2022 3:02 pm BadgerBadger Note Added: 0064558
Feb 16, 2022 7:07 pm Chris_McElligottPark Note Added: 0064563
Feb 17, 2022 12:20 am pmm5000_1 Note Added: 0064565
Feb 17, 2022 8:20 am Chris_McElligottPark Note Added: 0064567
Feb 17, 2022 2:25 pm Daniexpert Relationship added child of 0026429