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 New units/spells/special abilites; share your ideas

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PostSubject: New units/spells/special abilites; share your ideas   Sat Jul 02, 2016 2:00 am

This is not necessarily a thread solely for new mod ideas as some things simply wont be possible in the current TA:K sandbox so to speak. Perhaps this could be ongoing list of things we think the elusive sequel to TA:K should have.

Anyway, I always thought this game would be more exciting if units had spells that pertained to things other than strictly offensive attack. With the exception of the Mind Mage/Harpy abilities, it seems every power is meant to kill or directly damage units one way or another. It would be interesting there was spells that affect units in other ways such as temporary buffs or nerfs in firepower/speed, teleportation etc etc.

Speaking of which, this is my idea for a new unit/spell

Tarosian Dimension Door

Cost: ???
Time to build: ???
Spawned by: Dark Priest, Lokken

The primary function of this is kind of straight forward. Just create a portal and then create another one to form a pair (you would have to toggle them to the same 'channel' so they can activate). Activated portals allow units to slip into the dark void and quickly appear at the aperture on the other side. Deactivated portals would shrink and become cloaked to avoid detection. You would be able to open and close the portal at will just like a gate.

Upon leaving the Dimension door some units become possessed by spirits of the same dark world where Taros gets all its demon creatures from, and thus receive a temporary buff in speed and damage output.

The only way to get rid of dimension door would be to remove them in same manner as you would for  trees or other obstacles. Builders and Monarchs are able to clear them out, but it would take a several seconds.

[Below] My crappy portrayal of what it could look like

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PostSubject: Re: New units/spells/special abilites; share your ideas   Sun Jul 03, 2016 10:48 pm

Possible if you know how to script, such as looking at zwzsg's teleportation portals scripts at the TAuniverse site. That script is complicated, but if you can decipher it, this portal could work. And for the temporary buffs, same thing with the script: use the veterancy but make it temporary and work in conjunction with the portal. Still, script-wise: complicated.

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PostSubject: Re: New units/spells/special abilites; share your ideas   Mon Jan 16, 2017 12:08 pm

Barring would know for sure, but I believe the issue in TA:K is that the transport distance is set to 1 variable. Meaning that if the unit can transport units 1000 ticks across the map, it could also pickup 1000 units across the map. This creates an unbalancing issue which players can easily abuse with the like of acolyte drops, and the transported unit being picked up immediately after dropping a devastating attack, getting away Scott-free.

There is a Stargate 3rd party unit similar to what you speak of.
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