PDA

View Full Version : Time Mage


Zhou Yu
02-11-2005, 09:51 PM
I know this seems like it's not my own idea but it could be a useful unit. Don't say that this unit isn't my own because It partly isn't but I see no one mention it so I'm making it my own.

HP: 25
Attack: 0
Armor: 0
Blocking: 0
Attack Rage: 5
Move Range: 3
Recovery: 5 (2 When moving, 3 when making action)
Focus: Haste/Slow

Haste Effect: Makes your own unit recover faster. When he takes 2+ turns to recover, haste will make 2 turns count as one. (Example: Scout has 2 turns to act again. Haste is casted on him and you end your turn. On your next turn, he can act again.)

Slow Effect: Makes enemy units with normally 1-2 Recovery Turns double the amount. Those with 3-5 Recovery Turns get +1 added for Movement + Action (Example: Celric Heals while Slowed and Ends turn. Celric must wait 4 turns to act again. Tyrant Dragon Moves into attack range, kills Celric while Slowed, and ends turn. Tyrant Dragon must wait 5 turns to act again.)

Seeing in the example, The Cleric didn't move but only acted so +1 on waiting was taken effect on him. However the Dragon moved and attacked therefor get's +2 on waiting. Simple, eh? If the Dragon was to get hasted on the next turn, it would get it's 3 turns then instead of 5. How? (3 + 2) ÷ 2 = 2.5 or 3(To be Precise | Rounded to nearest Whole Number). That explain things?

Focus Problem: It can only last for 6 Turns so must be recasted when focus is gone.

Note: You may only have 1 Time Mage on the Field.

As said before this is and isn't my idea. Because of the fact that I didn't see one of anything simular of this on here, I'm recommending it. This would give more tactical ideas but might cause some problems. It has it's pros n' cons but it's a fairly balanced unit. And the fact that you can only have 1 of this, makes it hard to use at times and to keep alive at that.

Comment at your own free will.

Lonely Tylenol
02-11-2005, 10:01 PM
Slow Effect: Makes your enemy units gain 1 recovery turn if he's already acted. It will make those 1 Recoveries into a 2 Recovery. 2 into a 3, 3 into a 4, ect.

This effect's pointless. Basically, what you do is trade off one turn for one enemy's recovery. This is then instantly negated and then turned against you by his ability to make up the lost recovery time by using another unit instead, whereas you waste a turn of your own time casting the spell.

So basically: +1 recovery -1 turn = 0 difference

In fact, the opponent has more to gain from this than the caster would, unless he was on his last offensive unit vs. yours or he had a tyrant and a bunch of weaklings.

Zhou Yu
02-11-2005, 10:06 PM
This effect's pointless. Basically, what you do is trade off one turn for one enemy's recovery. This is then instantly negated and then turned against you by his ability to make up the lost recovery time by using another unit instead, whereas you waste a turn of your own time casting the spell.

So basically: +1 recovery -1 turn = 0 difference

In fact, the opponent has more to gain from this than the caster would, unless he was on his last offensive unit vs. yours or he had a tyrant and a bunch of weaklings.

So what would you say would be a better effect for the Slow. I don't want to make him overpowered but still...

Lonely Tylenol
02-11-2005, 10:10 PM
Don't make Slow, make Quicken. Quicken, for focus, sets the recovery time to 1 for the unit it's used on. Just a thought.

Zhou Yu
02-11-2005, 10:16 PM
Quicken would be a good recommendation but that would almost be copying FFTA. But if Quicken would be an effect, it would only be used in place of Haste when he has 13HP or less. He's a very vunerable target with 25HP and 0 Armor so I believe 13HP would be very fair.

Lonely Tylenol
02-11-2005, 10:30 PM
Makes sense.

Why not just have the Haste? Only, a constant Focus effect, otherwise it might be considered a bit underpowered. -1 recovery time on one unit constantly...

Vincent
02-11-2005, 10:43 PM
LonelyTylenol u r always coming up with weird units.When will one of them be real is my question.

Zhou Yu
02-11-2005, 11:54 PM
To keep it constant wouldn't be to right. Certain things that power something up would be temporary and I believe 5 turns is fair enough.

Zhou Yu
02-12-2005, 02:27 AM
I've been thinking about improving the Slow Effect and I've come up with a solution to it. I've edited the effect and hopefully it isn't making it overpowered.

Zhou Yu
02-12-2005, 07:46 PM
Hmm... I changed the Focus Effect from 5 Turns to 6. 5 Does seem a tad bit underpowered.

Kyir
02-12-2005, 07:51 PM
Don't make Slow, make Quicken. Quicken, for focus, sets the recovery time to 1 for the unit it's used on. Just a thought.

dragon acts 1 turn after, i dont think so you silly goose

Zhou Yu
02-12-2005, 08:40 PM
dragon acts 1 turn after, i dont think so you silly goose
Which is why I improved the Slow Effect. To avoid the use of adding Quicken. That way, if two people have there effects aimed at one target, it would be nutralized. In meaning, Haste + Slow = Normal Speed

Kyir
02-12-2005, 08:46 PM
yhea...

Lonely Tylenol
02-12-2005, 08:49 PM
dragon acts 1 turn after, i dont think so you silly goose

Uhh... Silly goose? :confused:

The spell has an attack range of 5. Unless you put the Time Mage in the center, the spell won't do much for the Dragon while it's on the other side of the field, since once it moves it breaks the effect (If you think the same as Barrier, otherwise Stone Golem and my point is moot). If you put it front and center, it will be able to cast its focus spell throughout most of the field (exception being corner pockets), however, it will be open to just about any attack, INCLUDING a spread's ward, which will kill it instantly.

So, basically, you only get one turn recovery once or twice throughout the battle, and the Dragon is off. That doesn't help it too much. Now, CLERICS, on the other hand...