Hm.
I took a look at the Mobility skill again, and I kind of wonder; does the effect also apply to overbearing more items than you can carry? I remember specifically about the rule that if you're trying to hold more items than you can actually carry, you cannot move, and you must discard items (another issue that I need to bring up in the actions thread) until you're at or below the item limit. Thus, can Mobility allow you to move even when you're still carrying more items than you should? (It would be interesting if it did, since it would provide more flexibility than Earth's "Fortitude" skill when it comes down to inventory management in the late game...)
I had an idea for Cloud Rider that would make it more unique:
"'Move' action now costs only 1 Action Point - 'Assault Team' now only costs 2 Action Points."
This way, Assault Team doesn't become obsolete (since you can use it two times if you coordinate it correctly with the right elementals), and actually supports Air elements to sort of ride together like a flock of birds to kill their target. This might limit their individual options slightly, but it certainly provides a new incentive to get it.
Also, a few skills that you can put in the ??? section of the Air skill tree:
Downdraft (3 AP):
If any enemy player uses Charge or Aggressive Charge on you, cancel the battle completely.
Swift Gale:
If you win a duel within 12 turns, the opponent must destroy an item in their inventory.
Tailwind:
If you use 'Charge' or 'Aggressive Charge' on a moving target, gain 6 upped cards upon battle.
Overcast (2 AP):
Use the 'Capture' action on an adjacent non-city or non-town hex.
Sorry for all the skill ideas. ^^;;;
Good stuff, Kuro.
Mobility does not affect to how much you can carry. Currently
has the only skill for that, although it might make sense to give UW something like that as well since they are supposed to be traders.
We cannot make Cloud Rider cost 2 Action Points because that would mean that two Cloud Riders could move
6 hexes per turn! What you said is a good idea but cannot be done the way things are setup right now. Assault Team is a real problem because it's difficult to make it not obsolete. Maybe Cloud Rider could be something non-movement related? I don't know..
Downdraft is identical to Evasion, yes?
I like the concept of Swift Gale a lot. "If you win a duel within 12 turns" is really awesome because it is great for players who like to play rush decks. I think it fits better to
though, plus I think the effect is a bit.. lackluster.
I stole you idea and used your it for this:
Fiery Rush
While Charging, if you win all duels within 12 rounds, losing player must discard double amount.*
*needs feedback, everything subject to changeYea.. double discarding is not great either. Maybe your item thing is better after all.
Tailwind is a great idea but might cause problems when updating the map because movement happens during a different phase. "Hmm.. did this player move or not? *sigh* I'll have to go check..". Too bad because it would have been perfect really.
Random idea: we need a skill that is counter to Fortify (plus maybe has some secondary effect as well). This way we can deal with those annoying Fortify campers.
I love Overcast and I think it's perfect but I'm not a big fan of the name. Overcast? That's a type of weather, right? Or is there some other meaning? I think that the concept of controlling vast areas from above fits like a glove. But the name.. I don't know. Do you have something else?
EDIT: Ah, I see you followed the theme we have in the skill tree. That explains it then.
Really great ideas. Thanks!