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New Hero: Footman.

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Jun 27, 2012
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#1
Name Footman.

Preface Common infantry for the heroes seems to be not present at all in DK1, the guard kind of filled the gap in DK2 but not quite. What this hero adds is that he is not anything special.

Appearance image: It somehow appears to be impossible to find a linkeable picture of a lightly armored soldier with a spear and shield.

Stats: Low.

Health: Average.
Armor: Weak.
Movement Speed: Average.
Attack strength: Below average.
Attack speed: Average.
Intelligence: Weak.
Construction: Good.
Training Rate: fast.
Training Cost: cheap.
Wage: cheap.
Gender: Male.

Skills: level 1 melee, level 1 carry back the dead/unconcious. (like workers, footmen can bring allies back to their lair when unconcious or bring the dead to a graveyard.) level 10 morale boost. (passive ability that increases their morale so they won't flee as easily.)


Weaknesses/Resistances: reasonably resistant against blunt attacks due to their shields, no other resistances at all.

Information: The footman provides strenght in numbers, their morale is low and they can easily be killed by a superiour force. The presence of knights, captains or other millitairy heroes that clearly hold authority over footmen boosts their morale and defense. They are likely to flee when they are left leaderless though.
They make for good craftsmen and might best be employed in workshops.

Appearance: Dressed in padded cloth armor and carrying a tear shaped shield with a spear, the footman has little protection. His hair is brown and somewhat long, and he has a short unkept beard.
If variations are possible, more common faces could be included. He is of average statue and pretty much represents the common men who gets levied into the army to provide larger numbers.

Behavior in Dungeon: Footmen like spending their time in taverns, spending their money pretty much as fast as they earn it. They prefer the company of other humans, particulary that of thieves, bandits or other humans of the lower social class. Often they walk around and seem to stare at rooms, objects or strange creatures in awe. They also like watching fights at the combat pit or gambling, if such a thing is available.

Battle Style: cowardly fighters. in numbers they grow eager to attack but this can leave them scattered across the battlefield. When a commanding hero such as a knight is around, they tend to stay close to the knight and fight better.

Jobs: Being unable to read, they can't research but due to their common origins, they make good workers at the workshop. This may even be their best use when they are converted. Any other available jobs that require physical labour they would be capable of as well, just nothing that requires much thinking. They are simple people.

Loves: Getting drunk, attractive women, watching fights at a combat pit, gambling.

Hates: Not being paid, seeing dead friends, fighting in a combat pit.

Anger reaction: Simply leaves the dungeon, easily persuaded to join a rebellion incited by other minions though.

Lair: A straw matress on the floor with a simple brown blanket.

Obtainable By: Hero, easily converted.

Attracted by: Tavern/Inn, whatever serves drinks.

How Introduced: Can be introduced in one of the very first levels, traveling with the lord of the land or part of an early attack.

Entrance Effect: [OPTIONAL] Nothing special, just walks in.

Torture: [OPTIONAL] Gets hit with a whip.

Advisor Quotes: [OPTIONAL] Behold the footmen. Weak heroes pressed into service, they are no threat on their own, but can overwhelm your minions when they come in great numbers and are lead by a knight or other nobility.
 
Jan 22, 2012
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#2
What makes this creature usefull in late game ?
How could you remake this creature to be usefull in late game ?
Inteligence can't be weak :p
Wage can't be cheap :p


imo give him some unique thing like
spear wall - spearmen sits in palce and points spear out any first creature that moves into certain distance recieves tons of damage
defensive stance - he hides behind his shield boosting resistances for a while

Also remember about utility skills ! Carrying an unconcious creatures is really nothing special
 
Jun 27, 2012
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#3
He's not supposed to be special, just a common footman, thats why hes cheap. ;)

In the lategame they can be quite strong when they are with a knight or other noble, if you fight about 4 knights with lots of footmen you cant really target the knights so easily either, so removing their combat bonus would be a challenge then.

It may also be the kind of hero that can become a stronger hero through training, perhaps he could become a Huscarl which I proposed in another thread.
 
Jan 22, 2012
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#4
Yeah but dev's wanted to have every unit effective in late game, even simple bloodlings [they are similar to demonspawns/goblins in lvl] will be usefull in it.

Being just a meatshield =! usefull tho.
 
Jun 27, 2012
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#5
many strokes from a little axe can still cut down a mighty tree.

If your level 10 vampire gets swarmed by level 10 footmen lead by a knight, they'd cut him to pieces. They provide a unit that can savely be deployed en masse, allowing the player to fight against superiour numbers.
Trying to contain 5 strong barbarians attacking your dungeon might be easier than fighting 20 footmen who come from all sides. Especially if a leadership hero is with each group.
 
Jan 22, 2012
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#6
If a unit is rquired en masse to do it's job then that unit is useless (see goblins )
I would prefer fighting 20 footmen than 5 barbs
More because it is easier to slaughter 20 weaklings than 5 stron guys

Aka i would prefer 5 tanks instead of 20 motorcycles

This game takes place underground it is easier to fight in corridors than to find open space :p
 
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