PDA

View Full Version : Bunch of Ideas


Denouement
08-24-2004, 12:10 AM
First off I like the idea of the rift wizard, just instead of making the phase one with only strait lines, keep it a radius thing.

I think the assassin should be changed in two ways. The first im not entirly sure about, but she should get an extra move, 5 instead of 4, just so that it is the fasted unit. Second, I get rid of the attacking four spaces around, and instead replace it with a special ability that doubles the assassins damage if she attacks from behind. (possibly have the normal damage reduced to 15 to keep game balance)

Illusionist- (Male spellcaster)
hp-25
blocking-(0%)
power- ...
movement range- 3
recovery - 4 turns
Special Ability- Invisibility: Cast on any friendly unit adjeacent to the illusionist. As long as the Illusionist remains focused (this is a focus spell) the invisible unit cannot be seen by the other player.

Soul Reaver-(Male spellcaster)
hp-20
Blocking-(0%)
power- 10?
movement range- 3
recovery -2 turns
Special Ability- Drain Life: Cast on an unfriendly unit up to 5 squares away, as long as necromancer remains focused, the targeted unit loses 10 health per turn.

Trap Setter(needs better name)
hp-35
Blocking-13%(6)
power-00
movement range-3
Recovery-4 turns
special Ability- Set trap:Places a trap adjacent to the Trap setter that is only visible to the friendly player. If any unit treds upon the trap, they get hit for 25 of unblockable damage, and the trap is destroyed.

Time Elemental
hp-30
Blocking-0
power-0
movement range-3
recovery-4 turns
special ability- Time distortion- creates a time distortion in a 5 square + shaped pattern up to 3 squares away (like pyro) that increases all units in it recovery by one.

more to come...

DeadFishGuy
08-24-2004, 01:28 AM
Originally posted by Denouement
I think the assassin should be changed in two ways. The first im not entirly sure about, but she should get an extra move, 5 instead of 4, just so that it is the fasted unit. Second, I get rid of the attacking four spaces around, and instead replace it with a special ability that doubles the assassins damage if she attacks from behind. (possibly have the normal damage reduced to 15 to keep game balance)

Assasins could do with a simple power increase of 2. Besides, this is for creating units, not editing the ones we already have.

Originally posted by Denouement
Illusionist- (Male spellcaster)
hp-25
blocking-(0%)
power- ...
movement range- 3
recovery - 4 turns
Special Ability- Invisibility: Cast on any friendly unit adjeacent to the illusionist. As long as the Illusionist remains focused (this is a focus spell) the invisible unit cannot be seen by the other player.


It's simple and it works. I like it. HP is kinda low, though.

Originally posted by Denouement
Soul Reaver-(Male spellcaster)
hp-20
Blocking-(0%)
power- 10?
movement range- 3
recovery -2 turns
Special Ability- Drain Life: Cast on an unfriendly unit up to 5 squares away, as long as necromancer remains focused, the targeted unit loses 10 health per turn.


10 is a bit much. Just 5 turns needed to kill a knight. Try 5.

Originally posted by Denouement
Trap Setter(needs better name)
hp-35
Blocking-13%(6)
power-00
movement range-3
Recovery-4 turns
special Ability- Set trap:Places a trap adjacent to the Trap setter that is only visible to the friendly player. If any unit treds upon the trap, they get hit for 25 of unblockable damage, and the trap is destroyed.

Is it if it walks over it, or if it stops on it that it damages? And, perhaps increase the range 2 anywhere within 2 squares.

Originally posted by Denouement
Time Elemental
hp-30
Blocking-0
power-0
movement range-3
recovery-4 turns
special ability- Time distortion- creates a time distortion in a 5 square + shaped pattern up to 3 squares away (like pyro) that increases all units in it recovery by one.


Right, does it add one to their current recovery, or doea it make them recover longer when they move or attack? Is it focus or permanent?

Denouement
08-24-2004, 07:24 PM
The trap only gets activated when a player stops on it, and the recovery just gets added on to the units current. Thanks for all the input.

imagination
08-24-2004, 07:29 PM
i like them all exxept the assasin idea and the trap guy. those to ideas are bad ... the others could be good with tweaking