Hail!
With the release of Chaos Dwarfs, CA has reused a lot of mechanics from other factions, just slightly reskinned. Now considering that development takes time, it is only natural that you would want to add more flavour to factions without having to develop something brand new each time.
I am not a huge fan of reskinned stuff, but when it makes sense, I am all for it. I would love to mention some of the stuff that could be ported to other faction, which would both be loreful and actually enhance the gameplay! Feel free to add what I missed out/you think would be a good addition too!
"Caravans" for the Empire, Dwarfs and "sea caravans" for HEs
HEs intrigue for Franz (basically better version of prestige)
Ice Court wizard training for Gelt
Oxyotl teleportation for Wulfric, Nakai and Grombrindal (Wufrik would teleport to powerful a melee LL and Grombrindal/Nakai to a Dawi/LM major city under siege)
Plague/Grom cauldron for Clan Pestilens
Ship building for Wulfric, Lokhir and Alberic
Stalk stance for Markus, Oxyotl and Skarsnik
Raise dead for Azhag (you could just raise reskinned GS units, just add glowing blue eyes to them and remove their voicelines and you are set)
Warband upgrades for Bretonnian Knights (CA has confirmed they are actually cosidering implementing that)
(I dont remember how thats called) basically reversed empire mechanic for Vlad (eg. you are subjugating Elector counts and assigning them to provinces for bonuses, there is a mod for that though I would love to see an official implementation)
"Tzarkan Whispers" for Harkon (this one is very minor, but I would love your own head giving you missions to do some nasty stuff for powerful rewards)
I understand that most of this will probably never get implemented, but one can dream heh?
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3 · 29Disagree 3Agree- Report
3 · Disagree 3AgreeOcean Caravans/Convoys for HE.
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1 · 2Disagree 1AgreeCaravans for Dwarfs and Empire
Sea caravans for HE and some Norscan factions
Warband mechanic for Bretonnia and Monogods
Ice court system for LM (Slanns) ; would require more work on it tho
Empire mechanic for Vlad (his goal is to become Emperor, he should be able to do that somehow, even if it would be difficult to achieve)
Dawis shall purge all their fallen Karaks, with the blood of the Greeskins and the skavens !
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0 · Disagree Agree- Report
0 · Disagree Agree- Report
1 · 5Disagree 1AgreeBretonnia and upgrade (for knights)
Caravan for Empire
"Sea Caravan" for HE.
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1 · Disagree 1Agree2. Ice Court for Teclis(Archmages, Mages, Loremasters* and Sword Masters*) and Malekith(Black Guard)
3. Sea caravan for High Elves
And probably many more.
*Who should get different fighting styles:
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0 · 2Disagree AgreeNeferata: Seduction Mechanic, and Special assassin Hero (Seduce "Mortal" Heroes into Swains)
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3 · 1Disagree 3AgreeBretonnia is one of those races that could use a lot of reused mechanics and remain thematically and lorefully very consistent:
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1 · 2Disagree 1AgreeEx. Empire, Bretonnian gets extra gold from fighting or sacking tomb kings or Lizardmens
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0 · 2Disagree AgreeStrip it down to its essence, it's a mechanic that lets you pay to develop a thing over a number of turns and result in a pay-off once it's completed.
This coulda been the mechanic by which Iron Daemons are made. Spend X-turn to add a Deathshriek Rocket, Y-Turn to add a Dreadquake behind the Deathshriek, Z-Turn for etc. etc. until you end up with an overpriced death train dragging 6 artilleries behind it.
It doesn't even have to be units. Imagine a mechanic where you temporarily lose some Slanns for a few turns to cook up a super ritual to devastating effects. Like straight up cause climate change in a large area, cause rampaging feral dinosaurs to spawn in a region of the map to cause havoc.
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1 · 1Disagree 1Agree- Report
5 · 1Disagree 5AgreeLabour Economy for Dark Elves Slaves
Mainly
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0 · 1Disagree AgreeSome races only have 1 mechanic compared to others who have multiple.
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6 · 1Disagree 6AgreeThe caravans motivate the creation of smaller armies to raid them.
Eltharion's mechanics are interesting. I would give it to some other LL. I would force the mission of his rescue
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0 · Disagree AgreeYou can bet that they are just going to copy paste the wizard training mechanic since it makes sense for both.
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1 · 1Disagree 1AgreeObviously Labour -> DE Slaves managment
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0 · Disagree Agreeextended with Quests based on the 14 Virtues of the Knight.
Also maybe a Crusade mechanic, that could be something
between a Waagh! and Hellebronn's Blood Crusade.
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0 · Disagree Agree- Report
0 · Disagree AgreeThat’s why Volkmar and Mannfred got the same. And Teclis and Gelt seem to be next. Giving Tyrion a School of Magic mechanic wouldn’t make sense at all.
It’s possible that Tyrion will get something unique together with Malekith, Kroq-Gar or a even Dawi LL. But that’s depending on what they have in mind for him.
Currently I’m not sure what existing mechanic they could copy paste for Tyrion.
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0 · 1Disagree AgreeThis is also lorefull due to Battle Wizards needing training to be of use. BTW they should also add unique lorefull skills to the wizards to make them stand out more.
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0 · Disagree AgreeThe Chaos Dwarf Industriy would fit Dwarfs and Skaven.
Caravans for every not undead faction.
Skaven food mecanic for every not undead faction.
But wouldn't that destroy the unique feeling of the factions?
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1 · Disagree 1Agree- Report
0 · Disagree Agree- Report
0 · Disagree AgreeBlood Forge for DE if you control Naggarond, Ghrond, Hag Graef and Vaul’s Anvil. It uses slaves apart of gold and resources.
Caravans for the Empire, HE and Dwarfs.
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0 · 1Disagree Agree- Report
3 · Disagree 3AgreeSeriously, though, like Bretonnia and Empire, the High Elves should be aiming to unify through confederation via political means. (Dark Elves similarly, although there'd be more intimidation involved there, and "confederating" Malekith should be presented as getting Malekith to trust you).
Technically, I think both Elves are supposed to get "crafted" items from other sources, but for the Blood Forge concept, possibly instead make it so that you only need one site to get started, but the more relevant sites you have, the more options you can get.
I am a bit concerned about limiting an entire mechanic to controlling specific locations, though. Landmarks that boost the mechanic, sure, but requiring the location(s) to use it at all might be too punishing for factions that start far away from the location and don't have some means of quickly claiming it anyway.
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2 · 1Disagree 2AgreeI appreciate we don’t want everyone to have everything but there is definitely scope for re-use.
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0 · 1Disagree Agree