View Full Version : Darkness Ward
Jazierel
12-04-2003, 12:58 PM
A darkstone pillar with a magic stone set in the center
Hit Points: 32
Power: ---
Armor: 0%
Recovery: 3
Blocking: 100% all sides (unless focused - then 0%)
Attack Pattern: Creates a shroud of darkness 4 tiles in every direction around itself. Units may still move and attack when selected, but player is unable to see any units in the area.
Uses: Either as a defensive unit against incoming attacks, or as an offensive unit to sneak up on the enemy.
Aro23r
12-04-2003, 03:55 PM
If you mean like the DMW four tile grouping then i can't say i like it. If you mean the four tiles like the frost golem i like it.
You CAN see your own units right? the enemy can't see them.
Drunken Dragon
12-04-2003, 07:08 PM
hmm... interesting...
so could the enemy move a unit in to the cloud and then move it again the next
turn? Like if he just clicked around till he found it?
What if a mud golem or a dragon wanted to teleport into the cloud? What would happen if they picked a space occupied by another unit?
Jazierel
12-04-2003, 09:13 PM
Well to try and answer some questions.
Yes, the 4 spaces would be like the frost golem. Although it might sound a bit lame, my orginial thought was to black out everyone's vision, but that might give your enemy as much advantage as you, so it would probably be better used only darkening the enemie's vision and not your own, that would make it a powerful tool indeed. That would also leave room to give the enemy penalties on attacking or blocking (since they wouldn't be able to see while the person they are fighting would).
As for movement, I figured you could move into and out of the space with out a problem, but again the darkness could impose movement penalities, and also restrictions on teleporting. To be honest I hadn't thought much beyond what I proposed so idea/suggestions are welcome...
Stinky Monkey
12-05-2003, 02:43 PM
I like this idea :) how about an enemy unit that comes into the darkness can see all squares adjacent and diagonal to it in the fog?
EG:
OOO
OUO
OOO
O=enemy can see these squares
U=enemy unit
kyrios24
12-05-2003, 10:27 PM
Nice idea, teleporting would be a problem though, as would everything else. Maybe a bigger radius or else just adjacent squares:
O
OUO
O
(thats building on stinky monkey)
Ok. I just realized that the teleporting/testing-by-moving problem isn't really a problem. this idea is getting better by the moment...The point is, if you click a square to move to, it just moves there. No way to take it back. (That bothers me sometimes when I misclick.) Obviously, all squares in the "fog" would appear valid to the opponent. Maybe you already thought of that, but this would probably mean that if a unit were to move into the fog, it would be taking a huge chance.
Last thing. i just thought of this... couldn't you just attack the darkness ward with a scout from outsde the fog? That might make it sort of obsolete, or else scouts would start dying really early in the game... I don't know where this will go, if anywhere.
ReNeGAdE
12-05-2003, 11:27 PM
well..... its not a bad idea but i dont think it would work cause they will know if you didnt move something they could see..... and like what happens when pyro casts fire on him? will damage come from where he is?
Jazierel
12-06-2003, 10:58 PM
Well to try and answer some more questions, at least how I view my idea:
- First off le'me say thanks to all of your for your feedback and suggestions, all of them were great!
- I think allowing the enemy to see 1 space around them would defeat the darkness ward, because then all you would need to do to not have it affect you is move all of your units into or near that area.
- To answer Kyrios I think that having the random feature active for teleporting is the best idea. If you tried to teleport into an existing unit you would count as though you moved, but wouldn't go anywhere (because that space was taken up) that would then reveal where a unit is, but it would also cause that unit to spend time recovering.
- Also, Kyrios, I originally wanted to allow the scout to be able to "snipe" the ward, after all, I think it needs some weaknesses, but to get around that too, you could increase the range of the ward to 5 spaces and just give all enemies a 30-50% blocking penality (like they enemy they are attacking has that much incrased blocking from their attack) since, after all, the attacking unit is supposedly blind.
- ReNeGAdE I don't think I got/understood your first comment. As for the second one, I think damage from magic, or even healing should be shown to the enemy, which would reveal everyone's positions. But I think that would mirror "real life". If you are hit, hurt, you cry out and everyone could hear you in the dark. Likewise if you are healed I am sure you don't silently hum while you get better (and it would impose a limit on hiding everyone just to heal them repeatedly while the enemy couldn't find you.
- Thanks again everyone... any other thoughts/suggestions/ideas?
Radiantguy99
12-07-2003, 12:44 AM
Sorry to say, but this idea doesn't work with the type of Flash that is done in the game. Both players see the same thing, you can't show one player one thing and not the other, jsut doesn't work with Flash.
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