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My take on generals (again but simplier) + new troop idea

TTPranto

Active member
Joined
Aug 6, 2021
Messages
117
Okay so I want to do my idea for generals, again but this time I will be more simple and transparent. I won't be restricted to giving them troops or abilities based on their real life counterparts. I might change some abilities for some generals and for some I might keep them. I will randomly give some abilities to some generals which might not even make sense for them having.

Okay this time all generals will spawn some troops to their aide and they will have one ability which can be directly offensive or a buffer. The troop spawning ability will be available during defense for all generals. Some abilities will not be available for defense.

All generals will unlock a troop spawning ability in level 10 and their abilities in level 20. In every odd 10th level the general recieves a troop buff and in every even 10th level the general recieves a upgrade to their ability.

(D) next to abilities represent that the ability also applies in defense.

Once you deploy a general, their troop spawning ability will unlock on their icons, if they are clicked then then the general spawns the troops, if the general gets his health dropped to 30% then the general automatically spawns troops.

a) Castle Generals :
1) Alexander : ability : Spawns an aura centered around him which has 5 range, troops in the range gets 10% movement speed boost. (+5% buff in every upgrade) (D)
spawns : 3 armory level heavy infantry once per battle (+2 Troops after every troop buff upgrade)

2) Cleopetra : ability : Spawns an aura centered around her which has 5 range, enemy troops present in the aura takes 5% extra damage from allied forces (2% buff in
every upgrade) (D)
spawns : 3 armory level ranged infantry once per battle (+2 Troops after every troop buff upgrade)

3) Joan : ability : Spawns an aura centered around her which has 5 range, troops in the range takes 5% less damage from enemies. (+2% buff in every upgrade) (D)
spawns : 1 armory level heavy cavalry once per battle (+1 troop every troop buff upgrade)

4) Nobunaga : ability : Spawns an aura that is centered around him which has has 5 range, enemy buildings withing the range take 5% more damage from allied forces (+2%
buff on every upgrade)
spawns : spawns armory level 3 heavy infantry once per battle (+2 troops after every troop buff upgrade)

5) Napoleon : ability : No longer rides a horse and also wont ride a tank. Napoleon walks around with a ranged siege, standing beside it acting as its crew member. He has two attack modes, he can perform dual attacks :
i) ranged siege attack : targets buildings (primary attack)
7 range
60% of barracks ranged siege damage
Damage bonus against other generals
ii) Napoleon's normal handgun attack : targets Enemy troops approaching him (secondary) (I'll explain this in a bit)
5 range
original damage
( no upgrades for this ability ) (D)
spawns : 1 armory level ranged siege once per battle (+1 troop per troop buff level).


6) McAurthur : Ability : Spawns an aura around centered him which has 5 radius. In the radius, you can deploy 25 troop space worth of troops per battle(+15 troop space per upgrade)
spawns : Spawns 3 armory level ranged infantry once per battle (+2 troops per upgrade)

7) Churchill : Ability : When churchill attacks, an airstrip fighter comes and strafes the target which churchill is attacking every 20 seconds. If the plane gets destroyed then the ability is no longer available (starting level is Triplane MK 3, Fighter MK 6 at lvl 40. Supersonic fighter MK 6 at Lvl 60, Advanced Fighter MK 6 at Lvl 80, spearhead fighter MK 6 at Lvl 100).
spawn : Spawns 3 armory level Heavy infantry once per battle (+2 troops per troop buff upgrade)

8) Zhukov : ability : When destroyed, Zhukovs continues the fight on foot as a bazooka man with 15% health (+10% health per upgrade) (D)
spawns : 1 bazooka (+1 troop every troop buff upgrade)

9) Petra Herrera : Ability : Spawns troops every 50 atttacks ( -5 attacks per upgrade ) (D)
Spawns : 1 armory level machine gun ( +2 ranged infantry every troop buff upgrade )

10) Bjorn : Ability : loot increased by 15%
spawns : 1 viking once per battle ( +1 troop per troop buff upgrade)

Sun tzu has an ability so I wont give him one.



b) Troop Tactic generals :
1) Admiral Yi : Spawns : 5 Hwarangs spawn to aid him once per battle

2) Ferdinand Foch : spawns : 5 Voltigeur troops spawn to his aid once per battle

3) Pershing : ability : deal 200% damage every 5 shots

4) Gengis khan : ability : Every 20 attacks gain 50% extra speed and 40% damage and invulnerability for 3 seconds
spawns : spawns 3 cavalry raiders once per battle

5) Guan Yu : Ability : can pass through gates
Spawns : 3 chinese special troop

6) Lady Death : spawns : 1 sniper

7) Miyamoto Mushashi : Spawns : 3 sword saints

8) George Washington : spawns : 3 colonial rangers spawned

9) Tomoe Gozen : Spawns : 3 sword saints

10) Eisenhower : spawns : 2 shermans

11) Omar bradley : spawns 2 shermans


c) New troop :

Okay so, this is a support ground troop. This means you can't donate this. This troop has 2 troop space. I want to call it the "rear guard". Basically this troop sticks to high priority ground troops ( troops with troop space > 10 and generals ). This troop acts like a deterrant and a shield. This will follow and stay in close proximity of a high priority ground troop, when a enemy defender comes to attack the high priority troop the rear guard will attack them and take their attention. The Rear guard troop will have health which can tank at least 1 heavy tank shot but will have very very low damage.

When deployed, if there is an allied high priority troop in the battlefield. Then the rear guard goes to "guard" the troop. If there is no available allied high priority troop in the battlefield, it will attack the closest target. Only 1 rear guard can attach to 1 high priority troop. The troop will have a range of 3. When an enemy is in 5 range of the high priority target then it attacks that troop and gains its attention.
 
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