Author | Disable Creature Armaments |
Every battle is unique and sometimes that means you don't want one of your units to have a higher initiative. But if you happen to have an initiative armament, your unit might get its turn before you're ready for it to act.
If there were an option to disable/enable a specific armament, this would be most helpful.
[I'm not suggesting this option would halt an armament's lifespan. Only to temporarily negate its effect.] |
So after this your next idea would be to temporarily disable fsl 12 and bring it to fsl 11 temporarily?
I do not have a problem with the idea, but it would just make things complicated. |
-1
Bheem is definitely right |
If you care mostly about the first round, would it really make a difference though? Before combat, the starting initiative of every unit stack has a deviation of 0-10%.
So after this your next idea would be to temporarily disable fsl 12 and bring it to fsl 11 temporarily?
Isn't this a textbook example of slippery slope argument? |
+1
Makes sense.
For instance, Holy Knight hero going before or after a full Warden stack, can make or break the game.
The way I see, Armaments need to be like shop arts for creatures, use it or not, whenever you prefer. Their durability should be Use based and not Time based.
So after this your next idea would be to temporarily disable fsl 12 and bring it to fsl 11 temporarily?
What? This doesn't even relate to the topic suggestion.
If you care mostly about the first round, would it really make a difference though? Before combat, the starting initiative of every unit stack has a deviation of 0-10%.
Sure it could make a difference. As state before, Wardens with 8.9 Initiative will never go before 10 Initiative Hero. Wardens with 9.1 Initiative, might just go ahead. |
So after this your next idea would be to temporarily disable fsl 12 and bring it to fsl 11 temporarily?
what are you talking about? Topic says a simple idea to just put ON/OFF option on armanents
of course +1 from me |