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squid
12-04-2003, 03:17 PM
phoenix

Hp: 50
Power: 20
Movement: 5 sqaures
Armor: 5
Blocking:30% sides
Recovery: 3 turns
Attack pattern: goes up to any unit (has to be next to them in any direction just has to be next to them) and heals them for 20 but if it goes up to foe it attacks them but the attack reduces itself 30%which would make it hit for like 17 or 18 not sure.
Other: beast unit unblockable
Looks like: a big fire bird


i dont know yet how it should heal or how it should attack

fatal knight
only availible for gold accounts

Hp: 60
Power:26
Armor: 18
Blocking: 20% sides 40% front
Recovery: no recovery if just move 1 recover if just attack and 2 recover if attack and move
Movement: 3 squares
Attack pattern: swings axe like a sword with the knight but diaganloy. and his raduis of attack is also like the knight.
Other: magic does double damage
Looks like: a knight but with a axe instead of a sword and a round shield with soemthing on it i dunno yet.

Dark magic warlock

Hp:28
Power: 20
Armor: --
Blocking: 20 percent sides and front
Recovery:3 turns
Movement: 4 sqares
Attack Pattern:has a raduis of attack like an enchantress but attacks like a dark magic withc it hits all raduis of the way the enchatress paralyzes and brongs dark magic out of the ground like a magic witch does.
Other: unblockable
Look like: a human man with a black robe like a cleric but has a striipe or two down the robe from teh teams color

Rock golem

Hp:60
Power: 22
Armor: 8
Blocking: 30% front and sides
Recovery: 2 turns
Movement: 4 squares
Attack pattern: throws a rock raduis of 2 sqaures in any direction
Other: fire and dark ( <--dark magic witch) damage has double effect on it and it has restist 50% of lighting.
Looks like: a mud golem but always carries a rock with them and is always gray with a stripe down there back of the color of the team.

zombie

Hp: --
Power: 7
Armor: --
Blocking: --
Recovery: 1 turn
Movement: any were on the board
Attack pattern: jumps on them and stays on them for 5 turns like them hanging on the foes back. but magic is the only thing that will get him off faster. so youde have to attack your own unit if this zombie was on a unit. so youll just get a magic unit a spellcaster unti and hit your unit with the zombie on them and the zombie is dead. but you hit your unit for 15 no matter what.
Looks like: a dead thing. like a ghoul but wiht no head
Other: mainly this unit is for taking out a low hped unit. it dies if hit by magic. but melee it servives every hit. attack raduis is 1 tile in any direction including diaganoly.

giant Wolf gaurd

Hp: 20
Armor: 5
Blocking: 30% on front and sides 20%
Power: 20
Recovery: 2 turns
Movement: 4 tiles
Attack pattern: bites a foe in range like a knight hits
Looks like: a big wolf with a helemt and some body armor over him.
Other: is a beast unit.

necromancer

Hp:40
Armor: 5
Blocking: 20% sides and front
Power: 20
Recovery: 5 turns
Movement: 5 tiles
special: summons ghouls (focus for 3 turn then no more focus has to be done) can only control 1 ghoul at a time.
Other once necro has summoned ghoul it starts hitting ppl wiht his staff takes 20 damage.
Attack pattern: with staf hits like a knight and summon is 3 tiles ranged in any direction.

Ghoul (does count as unit so if a unit on your team is not dead you cant summon it or if you have an extra space then you can)

Hp: 30
Power: 3/4 life (not life left) which is 13 for 1 hit unblockable does 3/5 life from any beast which is a about 16 damage.
Armor: --
Blocking:10% front
Movement:4 squares
Attack pattern: life drain it sucks units soul out. and it gives the ghoul 15 hp when using life drain. it has a raduis of 2 tiles in any direction
Recovery: 3 turns

behemoths (beast)

Hp:100
Power: 35
Armor:5
Blocking 10% sides and front
Recovery: 2 turns if just attack 1 turns if move and 4 turns if attack and move
Movement: 2 tiles
Attack pattern: pulls out a big war club( dunno what it looks like just a big club you ppl decide) and hits foe. like a knights range.
Looks like: a big giant cyclops but with 2 eyes and more scratches and a skirt looking thing the cave man style.


(BEAST)

orc

HP: 35
POWER:24
ARMOR: 8
BLOCKING: 10% front 30% sides
MOVEMENT: 7 squares
LOOKS: like a green orc with brown vest and brown ripped jean looks like a orcish type thing hold a club wiht spikes.
recovery: 1 if attack 0 if move 2 if attack and move

attaking pattern: hits like a knight.

(BEAST)

skeleton lord

HP: 30
POWER: 20
ARMOR: 8
BLOCKING: 20% sides 10% front
MOVEMENT: 3 squares
LOOKS: like a skeleton with a helmet wiht spikes and some body armor wihth spikes and legs as in jeans but like body armor legs wiht spikes and then carries a staff with a skull at the end that glows red.
RECOVERY: 1 turn with move 3 turns with attack and move 2 turns wiht just attack.
ATTACK PATTERN: its a spell that shoots a beam of red light like a magic witch but with a beam of red light and hits 2 squres in front side to side or back like a knight but with 1 extra square range from all sides

(GOLEM)

rock golem

HP: 60
ARMOR: 10
BLOCKING: 60% front 20% sides
MOVEMENT: 3 squares
POWER: 20+5 if not armored foe like knight it wouldnt hit for 25 dark magic witch it hits for 25.
LOOKS like a mud golem but in gray and black skin/rock type stuff
RECOVERY: 2 turns
ATTACK PATTERN: ranged attack throws big rocks and is ranged dist of 3 squares in front of him
OTHER: all magic has double effect on it exept fire

Pioson mage/fire mage/ice mage/thunder mage

Hp:30
Armor:5
Blocking:20% sieds 40%front
Movement:4 tiles
Power: hits in any direction within 3 tiles
Pioson mage/pioson foe hits for 5 dmg 3 turns
Fire mage/burns for 20 dmg
ice mage/freezes foe for 2 turns well hitting for 4 for 5 turns
thunder mage/shocks for 30 dmg
Movement: all 4 tiles
Recovery:
Pioson mage/1 turn move 2 turns attack 3 turns attack and move
fire mage/same as pioson mage
ice mage/ same as pioson mage
thunder mage/ 2 turns move 2 turns attack 4 turns attack and move
they are all dressed like a cleric but they have a blue robe for ice mage a red robe for fire mage a green robe for pioson mage and a gold robe for a thunder mage. and has a stripe of 2 colors going down each shoulder to there toes of the team color.


so that means 4 differnet mages. fire ice pioson and thunder. those are sepperate units not 1 unit.

trap center

couldn't think of a name

hp:40
armor:3
Blocking: 10% front and sides
Movement:6 tiles
Power:--
Other: they can lay traps right next to them in any direction.
recovery: 1 turn with move 2 turns with move and lay1 turn with lay.
Special: lay traps:
(blue)--Human: Trap: paralyze until unit is damaged
(green)--Elf: Trap: gain control of unit for one command
(brown)--Orc: Trap: damages an area of 3x3 centered on the trap 20 dmg
(black)--bomb trap: damages an area of 6x6 centered on the trap 10 dmg
how this works is when you choose your trapper to attack and those orange tiles show up well instead the colors next to the traps are the color the tiles are going to be and you choose a tile with the color trap you wanna lay. and thats how it works.

(if you got any other ideas on how to lay the traps just tell me) and i got these ideas of traps from londonjack. hehe well thats all for now see ya oh and tell me what you think

respected55
12-04-2003, 03:19 PM
damn people making long posts... I'll respond to it (hopefuly all of it) as soon as I have a chance.:)

squid
12-04-2003, 03:20 PM
ok im sorry for the long post but i like some of it almost all of it

Stormneedle
12-04-2003, 03:22 PM
I especially like the Fatal Knight. I'd love to see more diagonal attack types. Too much Shogi, I guess.

squid
12-04-2003, 03:22 PM
when you all come to read this post please tell me what you think ide like to know what i am doing wrong or what i can do to make it better or something like that

squid
12-04-2003, 03:37 PM
the fatal knight was personaly my favorite.

squid
12-04-2003, 04:00 PM
why wont any1 reply

squid
12-04-2003, 04:51 PM
omega pirate, eldar, stinky monkey just someone reply to me i need some advice or is it to long for everyone to read trust me its all good just read it

respected55
12-04-2003, 05:26 PM
i just got started. When I'm done I'll update this post with what I think:)

squid
12-04-2003, 05:29 PM
ok thx

squid
12-04-2003, 06:07 PM
respected did you ever finish reading it cause it shouldnt take a half an hour reading it or i mean lie 2 hours eh..... well tell me when your done see ya

Vash
12-04-2003, 06:27 PM
hey yea i like a lot of ur ideas they are all pretty well developed
some werent so good

ill rereply about the good ones

Vash
12-04-2003, 06:33 PM
i like ur wolf guard but witha few changes.
i think just a giant wolf would be better with pretty much the same abilities

the mages r kinda cool

i especially like the trapist but some alterations
instead of specific traps 4 things just 1 that can do damage if u set it offf

like it could doa a damage in a two square range when u set it
though it would take ur turn
the trapist could have like 5 or so traps then hes useless

squid
12-04-2003, 06:56 PM
ok i got a good idea


trap centers

couldn't think of a name

hp:40
armor:3
Blocking: 10% front and sides
Movement:6 tiles
Power:--
Other: they can lay traps right next to them in any direction.
recovery: 1 turn with move 2 turns with move and lay1 turn with lay.
Special: lay traps:
(blue)--Human: Trap: paralyze until unit is damaged
(green)--Elf: Trap: gain control of unit for one command
(brown)--Orc: Trap: damages an area of 3x3 centered on the trap 20 dmg
(black)--bomb trap: damages an area of 6x6 centered on the trap 10 dmg

Looks: has a inside of a cape of the color of type of trap it can lay like ex: a trap center with a blue inside cape will lay the traps that say blue next to it. but then the rest of the of the trap centers clothes will be the color of the team.

is that a better idea

LondonJack
12-04-2003, 06:58 PM
I'll make a better responce later squid, gimme some time to digest it all :) but as for now just a couple suggestions off the top of my head.

In general your recovery times are too complex, just pick a number, and the rules of the game dictate what happens after that. If the unit only moves its half recovery rounded down, if it only attacks half recovery rounded up, no need to assign a seperate number to each possibility.

And a responce to a specific unit, probably want to cap the behemeth at 30 power (that will one hit a pyro, but that might be feasable for a blockable melee unit), and tone down the health a little. Also it would need a little more blocking, armor and/or move(as it is, with move of 2 no matter how much health it has, it would be mezed or dead before the first swing of that club) and maybe count as two units, depending on how much its defences were beefed up.

squid
12-04-2003, 07:03 PM
acaully london i wnan have you decide the rest of the behemoth then itll be me and you in this unit suugestions cause i put your traps in it so i think its fair if you decide on the behemoth

Assassin_89
12-04-2003, 07:21 PM
I like all your ideas except necromancer a little
they're all pretty cool

___________________________________________
http://www.tacticsarena.com/forum/showthread.php?s=&threadid=1055

^^^^^^^^^^^^^^^^^^^^^^
Click above to see New Unit Ideas

Assassin_89
12-04-2003, 07:24 PM
___________________________________________
http://www.tacticsarena.com/forum/showthread.php?s=&threadid=1073

^^^^^^^^^^^^^^^^^^^^
Click above to see a new idea!!
~*!! Vote~Now for the idea of making a Lava Golem !!*~

respected55
12-04-2003, 07:36 PM
DAMN THIS IS LONG! If you didn't know this (it makes sense), the blocking for the sides is half the blocking in the front. You don't seem to understand this, but o well. And same thing about the recovery times. And any armor below 10 percent is pretty useless so get rid of it. And a lot of the wording is confusing too.

Phoenix:
- make it normal and have it attack adjacent squares
- way to powerful, the ability to heal AND do damage is a bit much
- lower the HP to 35-40 and make it so that it does less damage to enemy units I think, like around 15-16.
- has no blocking in the front?

Fatal Knight:
- interesting idea, but how does blocking work if it attacks diagonal?
- with your interesting recovery idea, people wouldn't move around to the side of the unit they are attacking because they would need to wait longer for recovery...interesting.
- I think it is pretty well balanced.

Dark Magic Warlock:
- movement this high and 20 damage makes a really good unit...to good I think. lower one or the other or both.

Rock Golem:
- to be consistent with all of the other golems take away it's blocking.
- I'm not sure about the, "fire and dark ( <--dark magic witch) damage has double effect on it and it has resist 50% of lighting." part. the other golems don't have it. It makes the game to rock-paper-scissors like I think.
- lower the movement to like 3, a rock doesn't move that fast.
- is it blocked by line of sight?, if yes then raise the damage to 25-ish.

Zombie:
- cool idea but stupid, and what if there are no spell-casters left? And the enemy will just kill it quickly. I say get rid of it.

Giant Wolf Guard:
- same about armor and blocking
- a wolf with a helmet? wtf!
- to weak, with health of 20 it'll die to quick.

Necromancer:
- a movement of 5 is like sprinting, he doesn't need that, lower it to 3
- if he can only summon once, then why not make the ghoul it's own individual unit? I don't like this idea. next

I'm guessing all of the beasts count as 2 units.

Behemoths:
- same about recovery armor and blocking as up top
- with 100 health, an attack of 35 is way to high. lower down a bit, to like 30.

Orc:
- same about recovery armor and blocking as up top
- raise the HP to 40 I think, then he should be fine

Skeleton Lord:
- same about recovery armor and blocking as up top
- seems way to weak. a weaker witch.

Rock Golem #2:
- wait, you already did a rock golem!
- I don't like the special damage thing.

Mages:
- what is the Hp?
-they all seem not to good

Your newest trap center:
- I don't think you should be able to chose between different traps, just make it one so it's less confusing and easier for newbies.

I think that's it! yay!:) that took a while...

squid
12-04-2003, 07:41 PM
ok respected ill change everything
and then itll be perfect
thx for everything

respected55
12-04-2003, 08:02 PM
no prob. just don't make me do it again:)

squid
12-04-2003, 09:16 PM
hi

Stinky Monkey
12-05-2003, 12:46 AM
holy kids... that's long:eek:

To start:

Rock golem... We have a stone golem, the name and appearannce should be changed

I don't know how resistances could be added to the game (rock golem taking 1/2 dam from lightning) but some people think it will turn this game into a complicated rock-paper-scissors
(melee beats archer, archer beats caster, caster beats melee)
which personally, I don't think would be that great for the gameplay so I don't like it, sry... BTW, golems have never had block, so it isn't great to add it now. The rest of the unit I like, if you would take away the resistances, and the blocking, it would be reasonable for me to whip one out and kick some ass without too many crying n00bs..

Zombie!

Recently, there's been a flood of zombie/ghoul/undead ideas, so this one's appearance concept has already come and gone, however... jumping on someone's back sure is a new idea... I don't get how it works, and until then, I don't like it, lol.

Wolf guard

The game needs some more beast units, and wolves have been submitted en-masse recently, like the zombie, so kinda loses some originality points there...
Low HP...
Low armor...
Low blocking...
Decent power(for a melee)
High recovery(for a melee)
good movement...

Where's the stats?!?!?!
pump this puppy up, make him something decent that would survive at least a lightning ward.... (35-40HP) low blocking is great... what's he gonna block with right... Power's great, perfect for 1-2 kills of pesky clerics and casters.. But... the recovery? you ever seen a wolf that stops to rest? they're ferocious! and it's a melee, it wouldn't stand a chance with 2 recovery(unless you pump his other stats) Movement's good.... okay unit!

Ugh... another necromancer.... Take away the smacking with the staff... make summoning a ghoul a focus job(you attack him, ghoul disappears..) can't suggest much, i've grown to despise this idea..

What were you smokin' with the behemoth?! 100HP? 35 power? armor's crap but... holy crap! it'd be suicide to attack him with a melee unit(I guess that's the idea), the blocking's crap, he makes melee units look stupid, but makes mages shine... I think it would be better if you toned down his HP a tad(85) keep his power, and raise his blocking to like 30% that way he's not as useless when he's alone.

Orc's got way the crap too much movement...weird blocking, I like it :) he'd be great if you made his movement 5.

I don't understand the skeleton lord...

got enough mages? jeez...
I think the thunder and Ice mage attacks ore over-powered, the poison's okay, and the fire mage is alrite..

Maybe i'm stupid, but even trying to understand the trap setter is confusing me.. how does colour affect traps? your team color? confusing.. you'd need a whole new unit every time you changed color, what if you wanted one green and one black trap guy?

I think the brown and black trapa are a tad over-powered,
6x6?! holy shee-it! that's the whole range of a scout at once! most of the map! total suicide! i'd run my trapper into the nme base and get my assassin to jump onto the trap in the 2nd-3rd round, 100 damage(or so) total, absolutely worth it.

and that's the end.

Stinky Monkey
12-05-2003, 12:47 AM
heh, my post is probably longer than all the idea descriptions//

squid
12-05-2003, 09:18 AM
ok well lets do some touching up k stinky monkey. well i think your a little oversided with the golem. so i want you to decide on the golem. ill do the rest later. cause right now im in class. well i am agreeing on alot of thins with you i think weve decided the behemoths instead of 100hp we will make it 85 and the power 30.i dont remember the ret on it but ill finish touching it up later today or something or inless you wanna touch them all up nd then tell me what you think we should do. then we can be a unit team and discuss what we think would be just right how about that. so you touch everything up.in till i write another post about ouching it up cause im in class at school. so i dont got alomg time. oh nd ill tell you later how the zombie works.