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View Full Version : Wave-caster and Empowerer


MSUNateDogg
10-11-2004, 07:55 PM
Here are my ideas, lemme know what you think......


Name: Wave-caster
HP: 35
Armor: 10
Movement Range: 3
Blocking: 40% (20%)
Recover Time: 4 turns
Power: 0 (attack is unblockable)
Attack Pattern: W=Wave-caster, A=affected area, X=other area

X X X X X
A A A A A
X A A A X
X X A X X
X X X X X
(X X X X X)----optional row of empty space to avoid friendly
X X W X X.......units right in front of WC***

So the basic idea for this unit is that it casts a big wave over a large attack area. The wave can reach an area far away from the caster since it is very tall and moves fast. The caster is dressed in a blue cape/robe that drags on the floor (has a colored belt for team-distinction). He carries a large gold trident that glows blue at each of its three tips.

The attack itself affects any unit within the attack area (hostile or friendly). The wave doesn't directly damage anything, but instead it pushes the units back 3 spaces. It is mainly used when the enemy has a lot of units close to your own (this is a defensive unit). The wave also spreads out as it moves down the field, thus why the attack goes from one square to three to five. The attack hits any units within the area (i.e. a knight cannot block a pyromancer from getting hit).

I gave it a 4 turn recover time because if it had too short of a RT, then a player could over-use it and none of the opponents units would be able to get close to it. I also gave it blocking abilities so it can withstand some abuse without dying right away.

Originally I had planned using this unit in an offensive manner rather than defensive, but I couldn't think of a good way to use water for attacking (unless you want to rust the armor off of a knight....lol).

***The row of X's in parenthesis on the attack diagram are an optional row that I might put in there. I added that so that if there were any friendly units directly in front of the WC, they wouldn't be affected (like knights in a row at the starting formaton)

I'd be willing to change any of the specs if anyone has some helpful input. Let me know what you think of this.

P.S. I was also thinking of having a unit the exact same as the above, except using wind instead of water.





My second idea came from looking over the powers that the golems have. What if there was a unit (not necessarily golem) that could increase the power of another unit?

Name: Empowerer
HP: 40
Armor: 20
Movement Range: 2 (due to large attack range)
Blocking: 20% (10%)
Recover Time: 4 turns
Power: 10
Attack Pattern: Can increase the attack power of any one unit within four squares of it.

S=Unit, X=Area covered by spell ( dots are used so diagram turns out right)


...................................X
................................X X X
.............................X X X X X
..........................X X X X X X X
.......................X X X X S X X X X
..........................X X X X X X X
.............................X X X X X
................................X X X
...................................X



The Empowerer gives another unit a 10 point increase in its attack power. It uses a focus spell (like the Stone Golem) and the strength effect remains on the selected unit so long as the Empowerer maintains focus. This bonus stays with the unit, no matter where it moves on the field. I haven't thought about how this unit might look....probably something that is large and has a lot of muscle.


Some modificaiton ideas (all of these are probable adjustments I thought of):

--The unit given the strengthening spell has to wait 1 turn before it can attack (thus the unit cannot be given strength then rush right in and kill someone)

--Instead of having a focus spell, once the Empowerer gives a unit the 10 power points, those points stay with that unit for a set number of turns (2 for example). This way a person wouldn't have to guard the Empowerer to prevent focus from being broken.

--I was thinking of how to fairly balance the HP, Armor and Blocking numbers. I currently have a 20% blocking and 20 armor points because I thought that the long recover time might leave it a bit vulnerable to multiple attacks.


Well, these are my two ideas. I hope you like them, let me know


Lata,

N-Dogg

MSUNateDogg
10-11-2004, 08:09 PM
Ignore this reply post

ChingyDTP
10-11-2004, 08:12 PM
Originally posted by MSUNateDogg

Power: 0 (attack is unblockable)
You forgot that.

MSUNateDogg
10-11-2004, 08:16 PM
There are 10 options on the poll so people can vote for both units. The top 5 have Wave in front of them, and the bottom 5 have Power in front of them. The corresponding votes go to the corresponding units. And what did I forget?

MSUNateDogg
10-11-2004, 08:18 PM
I added a blurb about the poll.........it should be better now. Thanks for noticing that :)


N-Dogg

Walrus
10-12-2004, 09:15 AM
a) pls dont double post

b) not bad units, i didnt read the empowerer in much detail, but the wave thingy sounds OK. i think his attack is a bit powerful though, 4 space knockback is quite a damn lot, and +1 recovery for that many units is pretty insane. the concept reminds me slightly of one of my old dwarf units, i think i changed its attack though.
the empowerer, +20 power is also pretty damn uber, especially with such a big range. the stone golem only has 2 range, yours has 5. anyway, tone it down to about +10 power maximum id say, and down his life a few points to 40 or so.

MSUNateDogg
10-12-2004, 12:58 PM
Thanks for the input Walrus. When I looked them over, the Empowerer did have too strong of a power increase level. I changed it to be +10 power, and took his HP down to 40.

As for the Wave-caster, I changed the attack to 3 spaces instead of 4, and it doens't add any recover time to the attacked units. Thanks again!

N-Dogg

Walrus
10-12-2004, 01:12 PM
now the only problem is the fact that the empowerer has been suggested loads of times before :P

Tech_Jester
10-12-2004, 03:03 PM
Nice job N-Dog.

Cool units.

Sensui
10-14-2004, 07:44 PM
O man I would always beyond a doubt NOT use this

Kyir
10-15-2004, 11:12 AM
wave would just not help the game
i mean it would compleatly not help rushes or turtles or bombs
i just dont see the use, wouldent you want them to get close to kill them even in a turtle