Kyir
12-22-2004, 09:49 AM
There are already guidelines to create a unit but seeing the number of threads not following them lately i desided to make a walk-through of creating a unit.
Name: the name is the least essential of the steps for a unit, it can be decided on 1st, last or anywhere in between.
Discription: not vital but adds a nice touch to a unit.
Apearance: Some unit Creators dont care about apearance and it isnt nessesary. Linking to a picture is acseptable as well as describing it in words.
Type: Dragon and Contraption are the only 2 that matter at the moment
Life: the life of a unit is the amount of damage the unit can take without dying, as a guideline spellcasters have low health. dont put the health too low without significant blocking or armor or you might end up with a unit that can be killed in 1 hit by a knight *shudders*.
I.E.
Life: 55
a unit with 55 life is probably a unit that costs 2 unit places in your set-up (see above) Life is not usually a good thing to balance out a attack or blocking with.
Armor: one of the simplest concepts in the game (in my opinion) when a unit Taken=Attackers base power - armor as a percentage
it is considdered appropiate to have 0% armor on a spell caster due to no armor is being worn.
I.E.
Armor: 25%
armor this high is usally balanced out by another attribute like costs 2 unit spots in your set-up (see above) blocking or power.
Blocking should always be the "full amount" on the front, half of that on the sides, and no unit (except wards) may block from behind. Though in rare occasions this can be changed slightly if it fits the unit.
Power: (also known as attack) the damage dealt to a unit with no armor (see armor) if a unit has armor see the calculation of damage (in Armor section)
I.E.Power: 25
Movement: an average movement for a unit is 3, the Mud Golem and the posion whisp are slight exeptions but balenced out with other things as a Rule wards have no movment. I.E.[/Code]
Stronger units should always have less movement, while swift and agile ones (which may not be a physically tough) will have more. Mages generally have 3 movement, though again, there can be exceptions to this rule.
Recovery: how long after acting a unit must wait to act again (act=attack, move, abillity) most spell casters have 3 recovery. When making a unit, state the recovery for if the unit moves and attacks/uses an ability. As a rule, recovery for moving without attacking is half of the full recovery rounded down. Recovery for attacking without moving is half of full recovery rounded up.
I.E.recovery: 3
A unit with 3 recovery would wait 3 turns if it moved and attacked, 2 turns if it attacked but didnt move, and 1 turn if it moved but didnt attack. This is true of all current mages.
Abbitlites: abilities differ with units but as an example abilities: Toughness: melee attacks deal 25% less damage, which means 50% melee armorSpecial abilities are not necessary, but are usually required to stop a unit from just being a clone of another.
Places: units all occupy 1 square, some units are so good they must be balanced out by costing 2 units worth to be placed on the feild I.E. Dragon Tyrant
The Result
counts as 2 units
Life: 55
Armor: 25%
Power: 25
Movment: 3
recovery: 2
abilities: Toughness: melee attacks deal 25% less damage, witch means 50% melee armor
apearance: a Giant hulk a metal in a golem like form, pipes running across its back are you team colors as wll as bands on its arms, when it moves stam shoots out of the pipes on its back
Last but not least :
-Present your unit tidily as shown above.
-Try to understand that just because you love your idea, not everyone else will. If people dont like it, and explain why, then instead of flaming them try to appreciate their views. This is so crucial it is in a special color.
Name: the name is the least essential of the steps for a unit, it can be decided on 1st, last or anywhere in between.
Discription: not vital but adds a nice touch to a unit.
Apearance: Some unit Creators dont care about apearance and it isnt nessesary. Linking to a picture is acseptable as well as describing it in words.
Type: Dragon and Contraption are the only 2 that matter at the moment
Life: the life of a unit is the amount of damage the unit can take without dying, as a guideline spellcasters have low health. dont put the health too low without significant blocking or armor or you might end up with a unit that can be killed in 1 hit by a knight *shudders*.
I.E.
Life: 55
a unit with 55 life is probably a unit that costs 2 unit places in your set-up (see above) Life is not usually a good thing to balance out a attack or blocking with.
Armor: one of the simplest concepts in the game (in my opinion) when a unit Taken=Attackers base power - armor as a percentage
it is considdered appropiate to have 0% armor on a spell caster due to no armor is being worn.
I.E.
Armor: 25%
armor this high is usally balanced out by another attribute like costs 2 unit spots in your set-up (see above) blocking or power.
Blocking should always be the "full amount" on the front, half of that on the sides, and no unit (except wards) may block from behind. Though in rare occasions this can be changed slightly if it fits the unit.
Power: (also known as attack) the damage dealt to a unit with no armor (see armor) if a unit has armor see the calculation of damage (in Armor section)
I.E.Power: 25
Movement: an average movement for a unit is 3, the Mud Golem and the posion whisp are slight exeptions but balenced out with other things as a Rule wards have no movment. I.E.[/Code]
Stronger units should always have less movement, while swift and agile ones (which may not be a physically tough) will have more. Mages generally have 3 movement, though again, there can be exceptions to this rule.
Recovery: how long after acting a unit must wait to act again (act=attack, move, abillity) most spell casters have 3 recovery. When making a unit, state the recovery for if the unit moves and attacks/uses an ability. As a rule, recovery for moving without attacking is half of the full recovery rounded down. Recovery for attacking without moving is half of full recovery rounded up.
I.E.recovery: 3
A unit with 3 recovery would wait 3 turns if it moved and attacked, 2 turns if it attacked but didnt move, and 1 turn if it moved but didnt attack. This is true of all current mages.
Abbitlites: abilities differ with units but as an example abilities: Toughness: melee attacks deal 25% less damage, which means 50% melee armorSpecial abilities are not necessary, but are usually required to stop a unit from just being a clone of another.
Places: units all occupy 1 square, some units are so good they must be balanced out by costing 2 units worth to be placed on the feild I.E. Dragon Tyrant
The Result
counts as 2 units
Life: 55
Armor: 25%
Power: 25
Movment: 3
recovery: 2
abilities: Toughness: melee attacks deal 25% less damage, witch means 50% melee armor
apearance: a Giant hulk a metal in a golem like form, pipes running across its back are you team colors as wll as bands on its arms, when it moves stam shoots out of the pipes on its back
Last but not least :
-Present your unit tidily as shown above.
-Try to understand that just because you love your idea, not everyone else will. If people dont like it, and explain why, then instead of flaming them try to appreciate their views. This is so crucial it is in a special color.