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.
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.