Just my opinions on these.
Smart - less exp to level - Fine
dumb - more exp to level - Fine
Resilient - bonus health - or could be a simple -1 to all incoming damage
Strong - more melee damage - Fine
Voracious - Bonus to Vore - Fine
High Capacity - have more stomach capacity than their stomach stat would give them - Might be OP with higher level units.
Feral - penalty to weapon usage? - Or total inability to use weapons? Perhaps with a bonus to unarmed damage?
Loyal - stays with whatever side hires it? -- that's sort of a disadvantage though - Isn't this the status quo already? Or is it a protection from out of money defection?
Weak - less damage - Less melee damage would be fine. Especially if ranged units ever lose the ability to fire when next to a hostile unit, or start suffering from a penalty in that situation.
small - easy to vore (the need for this mostly disppeared when greenslime suggested race sizes) - Could be a smaller than normal individual though, with lesser body size, effective penalty to will and a penalty on own stomach. Could have the opposite Big trait.
Slow - reduced movement and dodge - Movement and dodge penalties would perhaps work best separate.
Quick - increased movement and dodge - Movement and dodge bonuses would perhaps work best separate.
Pack Hunters - gain a stat bonus for each adjacent friendly unit - Potentially OP, so there should be a limit of getting bonus only for up to two units or something to keep things manageable.
Prolific breeder - bonus pop growth - This is bunnies.
Escape artist - greatly increased escape rate - Fine
Slow digestion - prey take damage slowly - Fine
Berserk - ability - allows 2 attacks but takes double damage? - Or has a dodge chance of zero? That's what a berserker does after all, focusing on offense to the detriment of defense.
Defensive screen - every adjacent unit increases vore defense - a bunny stat? - As long as surrendered units don't count as adjacent units this would work fine. Otherwise this would be OP with no kill settings.
Stealthy - bonus to defense if not attacked this turn - Tricky. Would work better with tactical battle LoS, so perhaps keep it in hold for now?
Regeneration - as it says -- perhaps only in between battles? - If this can be programmed to return only up to half of the health lost in current battle it would be fine. Most units tend to die/get eaten the same turn they first get attacked anyway, thanks to ranged units ganging up to them.
Flight - bonus to dodging melee attacks and penalty to dodging ranged attacks? - And ability to move over obstacles as long as the movement doesn't end over them?
Frenzy - increases stats for each attack made during a battle? - Could be very OP.
Intimidation - enemy units within 1 tile get accuracy penalty? - Fine
Thrill seeker - the lower hp gets, the better stats get? - Interesting
Team player - will take damage intended for allies? - Fine
Marksmen - bonus to ranged range - Or a to hit bonus or a chance for a critical hit that gives a damage bonus. Having a to hit chance over 100% could always give a critical hit chance, by the way.
Ravenous - penalty if no prey, bonus if prey? - Perhaps something alike the berserker, where there's a bonus to speed and voracity until first prey eaten, but at the cost of no defense?
Slime - Strong against weapons, weak against vore? - I'd think something you can't properly grap would be strong against vore too. Perhaps strong against ranged?
Crypters - slow breeding related to having to construct armor or something? - Could work
Crypters - partly mechanical - vore defense, and reduces the healing gained from absorbing this unit - Fine
And I really like VLover552's idea of a trait that gives an ability to eat a friendly unit. Having it provide healing would be a little too much, but just being able to keep a wounded unit safe would be great.
And for GreenSlime's racials.
So, aside from abilities, I think it's useful to differentiate races by body size and stomach capacity.
For most races default size is 10 and capacity is 15 (so they can eat units that are still absorbing others, as waiting for it gets annoying). - I approve of this.
FAVORED STAT is simply a stat that ALWAYS appears on level up alongside other 3 possible stat increases. - Makes sense.
Cats
-Body size: 10
-Stomach capacity: 15
-Favored stat: Speed
Special ability:
[Active]Pounce - Once per turn instantly move 3 spaces, can be used after the action - Three spaces can be a lot. The slowest fresh recruits wouldn't even be able to catch up, not to mention those who have already eaten.
Dogs
-Body size: 10
-Stomach capacity: 15
-Favored stat: Defense
Special ability:
Pack protection - Increases Defense and Will by (Level/2, rounded up) to each adjacent unit - This too would need a cap or it would be OP.
Wolves
-Body size: 10
-Stomach capacity: 15
-Favored stat: Strength
Special ability:
Hunger of the Horde - Increases Strength and Voracity by (Level/2, rounded up) to each adjacent unit - A cap for you!
Foxes
-Body size: 10 - A nine, since they should be smaller than wolves and dogs?
-Stomach capacity: 15
-Favored stat: Speed
Special ability:
Artful dodge - Additional flat 15% chance to avoid any attack or vore attempt coming their way (applied before hit calculation) - If this is a separate roll it would be fine.
Bunnies
-Body size: 10
-Stomach capacity: 15
-Favored stat: Dexterity
Special ability:
Grassland runner - Bunny armies have 4 MP - Fine
Bunny hop - Once per turn instantly move 2 spaces, can be used after action -
(If “Can vore” is toggled off) - Rapid metabolism: Heal at 2x rate and gain 1,5x Experience - All races could use a bonus if vore is off for them, really. But it suits the bunnies best, yes. Also, there could be a trait that allows for individual bunnies (or other vore off races) to eat enemies after all. Perhaps a side effect of the Voracious trait?
Lizards
-Body size: 12
-Stomach capacity: 18
-Favored stat: Voracity
Special ability:
Tough scales - Any attack damage is reduced by (Level/2, rounded up) - OP as any. starting from level 7 lizards would be immune to fresh recruits basic weapons, and from level 3 for unarmed. Perhaps a percentage chance to halve the damage taken or something?
Slimes
-Body size: 6 (on account of being basically core with surrounding, uh, slime) - Would this only mean eating the core then? And how would the slime unit work after being regurgitated elsewhere on the battlefield? Would make sense if the slime suffered heavy damage just from getting eaten, I guess.
-Stomach capacity: 20
-Favored stat: Stomach
Special ability:
[Active]Slime toss - Ranged attack, 2 damage, reduces maximum MP of unit hit by 50% next turn (does not stack) - Fine
Scylla
-Body size: 15
-Stomach capacity: 15
-Favored stat: Will
Special ability:
Aquatic - Army speed x2 in water, but x0,75 on land - Clever
Wrap - At the end of the turn attacks every surrounding enemy unit for 1(+strength) damage. Does not attack surrendered units. - The +strength part could make this OP for high level Scylla, but otherwise fine.
Harpies
-Body size: 8
-Stomach capacity: 15
-Favored stat: Speed
Special ability:
Flight: If there are only harpies in an army, can travel through forest tiles unobstructed, can travel over mountains with x0,5 speed - Great
Hover: On tactical screen can travel through units and obstacles unimpeded - As long as they can't stop over them.
Imps
-Body size: 6 - A bit too small perhaps. An 8?
-Stomach capacity: 12
-Favored stat: Will
Special ability:
Summoning call - Once per battle, summon a level (summoner’s level x0.75) imp at specified location. - This... This would be pretty good if the problem of chain summoning and what to do with the new units after battle could be solved. It might also be OP as hell, appropriately enough. Perhaps an auto summon at the start of the battle to get some low level fodder to press at the front lines? With a chance that the summoned might be on the opponents side added to those already here? A nightmare to balance, that's for sure.
When summoning there’s:
-20% chance no imp would be summoned at all.
-30% chance imp would be summoned with half HP.
-50% chance imp would be summoned normally.
Imps summoned have random stats-appropriate weapons.
Humans
-Body size: 10
-Stomach capacity: 15
-Favored stat: See below
Special ability:
Adept learner - All stats are favored, randomly get 2 points in 2 stats with level up - Seems pretty vanilla, but I guess that's the point.
Crypters
-Body size: 10
-Stomach capacity: 18
Favored stat: Defense
Special ability:
[Active]Overclock - Damage dealt by weapons this turn x 1.5, deals damage to self equal to 10% of max HP - Fine, but could be limited to a set amount of uses in each battle.
Lamia
-Body size: 15
-Stomach capacity: 25
Favored stat: Voracity
Special ability:
[active]Constrict - grapples a unit, restricting their movement and dealing 2 damage (with usual bonus for strength) per turn. - I actually hope something like this would be something any unit could try. But it's the forte of the lamia certainly.
Tigers
-Body size:10
-Stomach capacity: 18
Favored stat: Strength
Special ability:
Maul - can attack in melee twice - Perhaps with a slight to hit penalty?
Counter opinions?
ouphe wrote:There are a few of the stomach messages for the combat log where the role is messed up, such as stating PREDATOR has digested in PREDATOR's stomach, or other such issues. There were two or three I've seen where it uses the wrong one between the PREDATOR and the PREY for which is where.
I can verify this by the way.