Highlander/immortal setting for Commanders: There can be only one!
The idea for this is based on The Highlander, where so-called 'immortals' defeat each other until only one remains. In the stories, when one immortal defeats another, he or she gains all the power that the other immortal had acquired.
For Warlight, this would be a setting (simple check-box) which modifies what happens when one player kills another player's Commander. Instead of the defeated player's armies turning into neutrals, they turn into armies of the victorious player, essentially transferring all the 'power' of the defeated player to the victor.
This would open up an entirely new game dynamic, and could be great fun in large FFA games.
[For the case that a Commander is killed by a non-opponent (running into an emergency blockade, running into a wasteland, etc.), then the normal behaviour of turning all armies to neutrals applies.]
[When such a 'quickening' happens, there are at least two possible outcomes for the rest of the turn: either all the defeated player's orders are preserved, but become new orders of the victorious player; or all the defeated player's orders are deleted. I tend to think that the former option would mess too much with order sequencing (unless all the defeated player's orders get shifted to the end of the victorious player's order queue), so probably just deleting/dropping all the remaining defeated player's orders is the better choice. This would also sort of make sense in terms of The Highlander, when the quickening tends to stun an immortal for a time.]
This idea can now be implemented using the new mod framework! As such, I’m closing this idea, as new ideas that can be implemented as mods should be created as mods first. See https://www.warzone.com/wiki/Feedback for details.
Thanks for the suggestion!
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juji commented
LOVE THIS IDEA, I've always sorta hated how in most commander games there's actually not a huge benefit to killing a front-lines commander simply because someone else will take their land.
One problem I see with this is that it'll make commander games even more defensive, which is always pretty boring. Perhaps this could be balanced out somehow? Hopefully this change comes with the commander having adjustable value.
Also, I can see a lot of people 'suicide' their commanders so that their land isn't taken or use this as a cheap gift card (massively imbalancing gameplay.).
So here's an idea, make the 'Highlander' setting only activate on offensive moves; this will force commanders to play slightly more offensively, and curb but not outright stop mass gifts (especially in a FFA, people would be too wary of betrayal and they'd also hate obvious collusion). This would make the specificity of the Highlander scenario work less cleanly, but make the unit more useful for general (heh) play.