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Lonely Tylenol
02-16-2005, 05:44 PM
All right, I know this unit may suck, but bear with me... I've been wracking my brain for a unit [hopefully] nobody's done before... Hopefully the unit's unique. It may be underpowered or overpowered (based on your opinion), but that's tough for you! If you don't like it, complain or neg-rep me. Or neg-rep me with a complaint comment, and kill two birds with one stone. Whatever.

Doll Master
HP: 42
Attack: --
Armor: --
Blocking: --
Recovery time: 3

Movement range: Attack range:
0 0 0 0 X 0 0 0 0
0 0 0 X 0 0 0 0 0 0 X X X 0 0 0
0 0 X X X 0 0 0 0 X X X X X 0 0
0 X X X X X 0 0 X X X X X X X 0
X X X D X X X X X X X D X X X X
0 X X X X X 0 0 X X X X X X X 0
0 0 X X X 0 0 0 0 X X X X X 0 0
0 0 0 X 0 0 0 0 0 0 X X X 0 0 0
0 0 0 0 X 0 0 0 0

Attack ability 1--Puppet: If the Doll Master attacks an empty space, it will bring forth a Puppet (stats shown below).

Puppet
HP: --
Power: 12
Armor: --
Blocking: --
Recovery time: --

Movement range: Attack range:
0 0 0 X 0 0 0
0 0 X X X 0 0
0 X X X X X 0 0 X 0
X X X P X X X X P X
0 X X X X X 0 0 X 0
0 0 X X X 0 0
0 0 0 X 0 0 0

The Puppet, once summoned, is indestructible until the Doll Master's focus is broken. When the Doll Master's focus is broken, the Puppet immediately dies.

The Puppet moves and attacks autonomously, which means it does not take up any of your turn to move it. At the end of each of your turns, the Puppet will move towards the nearest enemy unit and attack it. The Puppet will always move to the best possible chance at attack (for instance, if it's between a front and side attack it will always attack the side); however, if it is already at the side of an enemy unit, it will attack that unit's side and wait instead of moving to the back of a unit.

The Puppet's attack is blockable.

Attack ability 2--Augment: If the selected space already has a unit on it (be it friend or foe), the Doll Master will augment his opponent's attack strength by 5 (focus ability). If the Doll Master Augments itself, then breaks its own focus with a Puppet action, the Puppet's attack strength will increase by 5. Otherwise, the Augment action cannot occur while the Puppet is in play (since you cannot have one unit apply two consecutive Focus actions). The Augment ability does affect unblockable attacks (such as the Lightning Ward and the Pyromancer), however, it does not affect "attacks" with pre-set damage counters (I.E. the Cleric's healing ability, the Poison Wisp's poison ability, the Mud Golem's Mud Quake, and the Assassin's Assassin Bomb). When the Focus is broken, the Augment does 5 damage to the unit it was Augmenting and resets the damage to its normal state. The 5 damage dealt during the Focus break is not armor-deductible.

DISCLAIMER: This unit is subject to change based on popular opinion. My sincerest apologies to anybody who already has a unit like this one.

CRX687
02-16-2005, 06:12 PM
I like everything except for the augment ability... don't let it be 6 or over... imagine scout with 24 :eek:

Lonely Tylenol
02-16-2005, 06:16 PM
Reduced the Augment and Focus-Break damage to 5.

But a Scout would have 26, not 24, with the 8-power Augment. Oh well, it's changed. (I just got it--An Augmented Scout could one-hit a Cleric from just about anywhere on the field if in the front ranks, and a Knight could one-hit any caster unit up to the Pyro.)

Saint00551
02-16-2005, 06:31 PM
Pretty cool unit...

Cross Punisher
02-18-2005, 01:06 PM
Let me first say it's always sad when people make complicated units that look like they were worked on for a long time, and then they hardly get any responses.

First question: Augment means increase right? Srry I forgot. :o

Second question: If you summon the puppet and the closest unit is the Doll Master will it attack it?

The puppet is weird because it will either try to continiously harm your opponent's units, or it will try to harm your units. Meaning that if you summon it too close to your units it will just go on a rampage attacking your units. Seems inpractible as to make this truly effective you would need your Doll Master up front, so you can summon the puppet near the enemy units, but that leaves the Doll Master open to attack, but using it to close to your units runs the risk of them being attacked for 3 turns until you must then waste a turn to break the Doll Master's focus. What if two units are an equadistance from the puppet? Is it then random or will the puppet automaticly attack the enemy?

Althought it may seem like I'm being negative, I'm just commenting, and I actually like the idea. Nice work. :)

Lonely Tylenol
02-18-2005, 06:44 PM
First question: Augment means increase right? Srry I forgot.

Actually, yes. Quite literally, word for word, the definition of Augmentation is to increase. ;)

Second question: If you summon the puppet and the closest unit is the Doll Master will it attack it?

Whoops, that's a little blip. It goes to the nearest enemy unit and attacks it. However, it is completely autonomous, so you can only control what unit you want it to attack by re-summoning the Puppet nearest the enemy unit you want it to attack.

Since it's a Focus attack, the Puppet will continue on until the Focus is broken.

Sorry for the misconception. I understand how you got the idea that it could attack your own units, as I was unclear when I said "nearest unit".

The puppet is weird because it will either try to continiously harm your opponent's units, or it will try to harm your units. Meaning that if you summon it too close to your units it will just go on a rampage attacking your units. Seems inpractible as to make this truly effective you would need your Doll Master up front, so you can summon the puppet near the enemy units, but that leaves the Doll Master open to attack, but using it to close to your units runs the risk of them being attacked for 3 turns until you must then waste a turn to break the Doll Master's focus. What if two units are an equadistance from the puppet? Is it then random or will the puppet automaticly attack the enemy?

The puppet will automatically attack the closest enemy, regardless of what the closest unit is. (I regret to inform you it won't attack your own units; otherwise, it would just be a huge waste of time to even bother wasting a unit slot to put the Doll Master on the field.)

So, basically, you can summon it from the back ranks, and if so desired, summon it to assist you ON the back ranks (even though, with a range of four, you could keep your Doll Master in the back rank and summon the Puppet on the front ranks), and it will continue moving until it seeks out the nearest enemy unit and it will attack it from the best possible position it sees (unless it is already at an enemy unit's side, at which point it will continue to attack from the side).

I did what I could to keep the unit balanced and unique, as hard as I found it to do so. For instance, the original idea of it when I was posting it (the Puppet) was much different than it is now. Originally, the puppet had no set attack strength and a waiting time of 1. The Puppet had a good amount of HP, and wasn't a Focus spell. Its attack was more complicated than it is now--when attacked by a unit (friend or foe) attacked it, it mimicked the opponent's attack damage and applied it in the same sense as a Knight-based attack (so, for instance, if you attacked it with a Scout, it would have the same power as a Scout, only in a Knight attack pattern). I figured this would be horribly overpowered for a resummonable unit and scrapped the idea and gave it a preset damage number and no wait time (12 blockable attack damage with 1 range... Seems fair, no?) The Puppet was also originally a second controllable unit per turn, but I figured that this would be WAY overpowered, since the Puppet was invulnerable as long as the Doll Master was in focus, and could be used as a foolproof Mage/Cleric-killer, simply made it autonomous.

I'll explain how it goes with a chart... P is the Puppet Master, A is an ally(ies), E is an enemy(ies).

1. 2. 3. 4.
0 0 0 0 0 A 0 0 0 0 P 0 A 0 0 0 0 P 0 A 0 0 0 0 0 0 0 0
0 P 0 E 0 0 0 0 0 0 E 0 0 0 0 0 0 0 0 0 0 0 0 0 0 A 0 0
0 A 0 0 E 0 0 0 0 0 0 E 0 0 0 0 0 0 E 0 0 0 0 0 P E 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 E 0 0 0 0 0 A E 0 0 0 0 0 A E E 0 0 0 0 A E E 0 0 0

(Note: The Puppet's target will always be underlined.)

In graph one, it shows the Puppet before it moves (along with the other unit that you would normally move). The closest possible enemy unit, the one two spaces away from it on the second row, is its target because it is the closest unit to the Puppet itself.

Running on the assumption that the Enemy is facing downward, the Puppet attacks it from behind, so it now occupies the space behind it at the top row, as shown on graph two.

In graph three, the enemy your Puppet was attacking moved three spaces down and is no longer the closest enemy for your Puppet; instead, the other enemy on row 3 is (as shown by the difference in underlined units). Come your turn, the Puppet will attack the best possible side it can. (For this chart, we will make the assumption that the Enemy on row 3 is facing left, so a side attack will be the space above it.)

In graph four, you are allowed to move your unit, and the puppet will move autonomously as well. (Remember: it will target the closest unit possible.) Your Ally attacker, however, is moved to the space that the opponent's side is facing, which means your Puppet must now redirect its attack to the front of the enemy unit. The puppet and the other attacking unit will not attack in unison; instead, the Puppet will attack after you direct your attack, which means the blocking is independent; although it is attacking from the front (let's assume it's a Scout and has 60% from the front and 30% from the sides), if the side attack by your attacker misses, the blocking for the Puppet's attack will be the equivalent of the new blocking percentage, namely, the Scout's side attack. If the side attack from your attacker connects, then the Scout does not change sides (as it normally does when it blocks) and the Puppet attacks the Scout from the front, with frontal blocking percentages.

Althought it may seem like I'm being negative, I'm just commenting, and I actually like the idea. Nice work.

Thank you! And thanks for your input. Without pointing that blip out, I never would have noticed it. Better edit that first post now to correct it.

Serge
02-20-2005, 01:07 AM
Good idea. Not much I can find wrong with it. Though, would a puppet attack another puppet? That would take both out of the game.

.Vash.
02-20-2005, 02:32 AM
Nice, I like that idea, just need to change some things like crx said and such.

Lonely Tylenol
02-20-2005, 03:59 AM
Nice, I like that idea, just need to change some things like crx said and such.

Vash, just so you know, all the mentioned ideas were already made before you posted (augment, the blip CP pointed out).

Though, would a puppet attack another puppet?

Yes. If an enemy Puppet is the closest unit to your own Puppet, they will attack each other.

That would take both out of the game.

The Puppet concept is to create an easy, resummonable second attack. Naturally, a Puppet attacking another puppet would take both puppets out of the game, for a maximum of about two turns each, at which point or your enemy can resummon a different Puppet at a different location (remember, it's a Focus spell, so in order to have a new one, you have to break the focus of the old). This provides both a major pro and a con to having Puppets, because you can eliminate the offensive use of another person's puppet and force them to waste a turn resummoning it to gain offensive capabilities, but it has the same negative effect of the enemy doing that to you.

In short, the puppets can actually negate one another.

darkblade3
02-20-2005, 01:24 PM
I Like It

Serge
02-20-2005, 05:32 PM
Okay, I like the fact that puppet's attack each other. Cool.

Lonely Tylenol
02-20-2005, 05:35 PM
Okay, I like the fact that puppet's attack each other. Cool.

Thank you!

I tried to make the puppet concept as consistent as possible. However, the puppets will not attack each other forever... This would be too underpowered, essentially wasting one unit for another. Since the unit is resummonable, if your opponent does not resummon the Puppet in another spot, it's safe to assume that he's leaving it there to negate your Puppet.

Cross Punisher
02-21-2005, 10:57 PM
Yay I helped :D

Ok so I see 2 more potential problems (I like finding things other people don't notice :cool: ).

1)With it automaticly attacking the enemy, simply summon the puppet and defend it's focus while the puppet destroyed the opponent's forces unable to be destroyed. This would be especially easy after long distance units are gone.

2)You summon the puppet and the closest enemy unit is their LW so the puppet repeatedly attacks the LW making the puppet ineffective. As long as the opponent keeps units 2 spaces from the puppet it will just continue to attack the LW after innitial contact. BTW this partially balances out the first problem.

I don't know what else to say because I'm still partially confused.

Lonely Tylenol
02-21-2005, 11:34 PM
1)With it automaticly attacking the enemy, simply summon the puppet and defend it's focus while the puppet destroyed the opponent's forces unable to be destroyed. This would be especially easy after long distance units are gone.

Considering the loss of units required to prolong the Focus life of a meager twelve attack point Puppet, I'd consider it a trade off for the worse if someone went through all the trouble to waste units defending the Puppet, to preserve the 12 attack points/turn it provides.

2)You summon the puppet and the closest enemy unit is their LW so the puppet repeatedly attacks the LW making the puppet ineffective. As long as the opponent keeps units 2 spaces from the puppet it will just continue to attack the LW after innitial contact. BTW this partially balances out the first problem.

Hmm, I'm torn on this one. On one hand, I want to say that the Puppet will attack the Lightning Ward, which would render the Puppet useless until re-summoned, however, I'm going to go with the seemingly much more logical option of the Puppet not attacking a Contraption because it will have a 0% chance of hitting it at any side, which makes the Puppets' attacks completely useless. The exceptions to this rule are Paralyzed Contraptions (Lightning Ward and Barrier Ward) and Focus attacks (Barrier Ward only). The reasoning behind this is, when the Contraptions are in Focus/Paralyzed, they can be attacked and thus are viable targets of the Puppet attack.

There is also a loophole to this law, attacking opposing Puppets. While it is true that Puppets are indestructible and cannot be destroyed by attacks, the Puppet still does not have any blocking capabilities and thus the Puppets will continue to attack each other because the attacks still register, even though they won't do actual damage.

I can add to this later, but for now I have to go. Continue to add feedback and I will respond.

Zhou Yu
03-29-2005, 07:10 PM
This sounds like an Excellent Unit. :) I commend your efforts.

Lonely Tylenol
03-31-2005, 06:28 PM
Thank you very much, Zhou Yu. :bigsmile:

Now, in accordance with the favorite CAU unit poll, I am allowed to make a short argument on why this unit should be picked. Here goes!

The Doll Master, a unit I once considered a questionable concept in itself, has quickly become one of my most popular unit ideas of all time. While the unit was considerably popular when created (and judging by the pos-reps, still is now), there are a few questions people still ask about the unit, including balance issues and strategic use. So for the remainder of this post, I will try to explain the strategic advantages and drawbacks the use of this unit could have on the game.

When creating my units, the first and most vital thing I keep in mind is the potential the unit has in strategies.

Invariably, this unit is a turtling unit, due to the delicate balance that a long-term focus requires to make this unit truly powerful. The concept behind the Augmentation and the Puppet is that, while the statistical bonus it provides to these units is minimal, the concept is to provide an overwhelming benefit in the long run. For instance, a Scout with five more attack power might not seem like much initially (after all, with the initial attack of 18, using a turn to increase in only five seems rather minimal), when applied correctly, a 23-damage Scout would be a terrifying force to be reckoned with. The long-term damage potential of a 23-power Scout is spectacular!

The Puppet is another case, in the sense that it does not necessarily require long-term Focus to be used efficiently.

While the Puppet does indeed only do 12 damage in his initial attack, a fact people may overlook is the potential to use this in conjunction with other units to provide an interesting damage effect to the game--should you target a unit targetted by your Puppet, you have the potential for two attacks in one move. While this could be considered overpowered, since the puppet itself cannot be destroyed, there are ramifications to reliance on the Doll Master, including autonomous attacking (and thus leading to limited directional capability), as well as the need to Focus to keep it alive, and drawbacks to the attack that make it not only balanced, but challenging to use.

Dangle
04-04-2005, 03:12 PM
Personally, I would like to see the Puppet capable of being destroyed simply because it can be re-summoned over and over. This means you dont have some little guy Running around doin g17 damage everyturn the Puppet master is in focus (+ Augment) on top of other Unit's attacks. Lets say this guy attacks a scout because scouts are usually farther away from all other units. This means if it hits the scout at a power of 17 a freaking Pyromancer can become a serious threat to the scout...I think if the scout could kill the puppet before it got two or three chances to attack it it would be a bit more balanced, at least this way the scout would have time to kill the puppet, maybe take a shot at the pyromancer and retreat to be healed just before another puppet could be summoned to pound on him some more.

Lonely Tylenol
04-04-2005, 03:32 PM
Personally, I would like to see the Puppet capable of being destroyed simply because it can be re-summoned over and over.

I did toy with that idea, but I figured it would be overpowered to just have a non Focus resummonable Puppet, and underpowered to have a Focus ability that can be countered without breaking the Focus. The concept of the Doll Master is that it is held to life by a thread between the Doll Master and Puppet. Since the Puppet is otherwise not animate, it is indestructible until death.

A few other reasons, aside from reasons behind the Doll Master, that I made the Puppet an indestructible Focus attack is so the Doll Master has long term offensive capability. Since the Doll Master regularly has 12 attack power (augmenting requires an additional three turns), it has very little short game potential. Making the Puppet destroyable means it won't live to see its full use, thus making it underpowered (assuming it's still Focus).

On the opposite end of the spectrum, making the Puppet killable and without Focus means that the Puppet is not only resummonable, but can't be killed without wasting valuable turns attacking the cursed thing. Since you have a wait time of 2 without moving it, you would have to take 1 to 2 turns to kill the thing, which leaves only one turn to actually attack without threat of resummoning.

While I doubt this will be a plausible scenario, the thought of having to kill the Puppet is much more frightening than breaking the Focus, because since the Puppet is not an endgame unit (nor is it actually a unit at all), having to kill it is pointless, whereas breaking the Focus of the Doll Master implies doing direct damage to the Doll Master, which puts him in a much more delicate position, because in order to keep his inanimate attacking force alive, you have to protect the one that keeps hold of him.

EDIT: Oh, yeah, there is a detail I forgot when I was creating this. Since this unit only targets enemy units, it will not attack shrubs, but instead try to move around them. If shrubs completely surround the nearest enemy unit, the Puppet will move to the closest point it can get to the target unit until the shrubs are broken or a new target is selected by enemy movement. If the Puppet is completely surrounded by Shrubs (middle of the cross), he will neither move nor act.

Dangle
04-05-2005, 12:41 PM
Thanks for clearing that up. Your logic has convinced me that breaking the focus on this spell adds a more tactical aspect to this unit's repetoire...Im glad i voted for this one in the Polls!!

Inigo
05-28-2005, 07:22 PM
I enjoy this idea and fully support it.

I do need to add my 2 cents in a couple regards. 1)I feel the puppet should have a Wait time:1. This would be more for balancing than anything else. The puppet seems to be extremely powerful if given the ability to continually attack each round. 2)Puppets should not attack Contraptions. Yes, attacking the barrier when having focus is beneficial, but we're talking about a unit that has no intelligence. It is like a zombie, and as such should attack the living. 3)Finally, and this is in two parts, the Puppet should not be able to move on the round it was created. AND, the puppet should not move until after you have made your turn. Of course you can assume that you know where it will go, but you should not be aware of it until after you've made your move.

Sorry, this post seems more like a hack on the unit and I didn't want it to seem this way. I love this concept! Hope it is accepted.

Lonely Tylenol
05-28-2005, 07:41 PM
I enjoy this idea and fully support it.

:) Thank you, Inigo.

1)I feel the puppet should have a Wait time:1. This would be more for balancing than anything else. The puppet seems to be extremely powerful if given the ability to continually attack each round.

I am unable to do this, for one governing reason: Having the Puppet do 12 damage once every two turns makes it ultimately too weak to use in place of another melee unit, such as a Beast Rider or Knight, which does almost twice as much in the same span of time. While having an indestructible 12 damage per turn may seem overpowered, you must remember that the puppet is completely autonomous, which means it may attack an enemy that might be unnecessary to attack (such as a Dragon Tyrant), when it could attack something else more necessary; plus, after deducting armor, and counting a heal, this unit would only be able to do about 10 damage every four turns, which actually makes it underpowered.

However, on the other end of the spectrum, having an Augmented one with 17 damage running around, doing damage every turn, might also pose a problem. What if I made the Augment effect increase the wait time of the Puppet by 1 exclusively, assuming you used Augment and Puppet in unison?

2)Puppets should not attack Contraptions. Yes, attacking the barrier when having focus is beneficial, but we're talking about a unit that has no intelligence. It is like a zombie, and as such should attack the living.

Initially, I was considering allowing it to simply attack any enemy unit indisciminately, since it would really have no sense of perception in that matter, but I decided instead to allow it to simply attack anything that doesn't have 100 percent blocking . . . I suppose you are right, though, I will simply make it not affect Contraptions, although I will still make it affect Barriered units (which will still put the strain on where and how you use your Barrier Ward).

3)Finally, and this is in two parts, the Puppet should not be able to move on the round it was created.

I agree, and this is already in effect. (Synonymous with only attacking after you've already made a turn; since the Focus summoning essentially ends your turn, the puppet could not attack)

AND, the puppet should not move until after you have made your turn. Of course you can assume that you know where it will go, but you should not be aware of it until after you've made your move.

I suppose that is reasonable, as it will put more emphasis on reading attack and movement patterns, namely, being able to try predict what will happen. :)

freakymonster
05-30-2005, 03:15 AM
the best i have seen but can i clarify what if an allied unit is in the way of an enemy like


oooooAEAooooooo
ooooooAoooooooo
ooooooooPoooooo
ooooooooooooooo
ooooooooooooooo
ooooooooooooooo
ooooooooooooooo

Lonely Tylenol
05-30-2005, 02:05 PM
oooooAEAooooooo
ooooooAoooooooo
ooooooooPoooooo
ooooooooooooooo
ooooooooooooooo
ooooooooooooooo
ooooooooooooooo

The Puppet would end up like this:

0 0 0 A E A 0 0 0
0 0 0 0 A P 0 0 0
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0

Apocalypse0375
06-13-2005, 07:11 PM
THATS BRILLIANT.....I LOVE IT, ive always wanted a doll LOL jk :D

Kyir
06-13-2005, 07:13 PM
dude, stop bumbing these with meaningless comments, spammer :mad:

Spyke72
06-23-2005, 05:32 PM
AWESOME idea. You clearly put a lot of thought into it.
Just on question: Would you be able to win more Puppet Masters in Unit Drops?
I think the answer should be no. More than one autonomous puppet on the field would be annoying, drag down the game too much, and could potentially become amazingly cheap. What do you think?

Kyir
06-23-2005, 05:48 PM
there are no gold units in drops exept rev. hence, no

Revenge
06-25-2005, 05:47 AM
master of puppets is a good song from metallica, when i read your title, thats what it reminded me of

Jackalpup
12-04-2005, 12:50 AM
i really like the Master and Puppet, i also love the Grappler guy...i am sorry i forgot what it is called at the moment. i was going to vote for the best user created unit and i just can not decide between these two awesome ideas. the rest of the picks are okay, but these two are awesome. hopefully i can decide soon and vote...lol

BigMan9878
01-07-2006, 01:24 PM
I love it. b (*_*) d thumbs up.

krukid
01-31-2006, 01:56 PM
What if instead of puppets they were skeletons. I don't think you actually specified what they were going to be. I think skeltons would be more keyed toward the game instead of puppets. I would be pretty cool that when you summoned them they came out of the ground, and when they are destroyed they turn to dust. I voted for your grapnel warrior, but I figured I would throw that idea out.

dragon454
02-01-2006, 02:20 PM
2 Qs

1) what if 2 units were the same distance apart?
2) how would it move if no units were in range?

RaX
02-07-2006, 07:09 AM
Great unit, one question though, is the puppet effected by a frosty? if so would the caster beable to just make a new one once the other is paralysed?

Good unit all together tho. would love to see it..

MeTeMpHyChOx
02-07-2006, 07:24 AM
Nice effort... But it has been done 3 times before =)
Similar Threads
Thread Thread Starter Forum Replies Last Post
Puppet Master HotChicks Create-A-Unit 4 01-20-2005 05:18 PM
Ghost and Puppet Master Denouement Create-A-Unit 3 08-28-2004 12:52 AM
Puppet Master GandalfBA Create-A-Unit 5 12-15-2003 11:08 AM
All times are GMT +8. The time now is 09:21 PM.


Pretty much the same idea as the other ones, but i think your one is better =) Good job

UgOtSeRvEd
02-10-2006, 12:19 AM
I like the idea, very nice! all exectp the augment thing, it makes it quite confusing...is there a limit to how many puppets one master can summon? Very original idea (for this game anyway) i really hope this becomes a unit!

PS: ever think it could just be like another unit that you can control? like a miniature army of puppets (similar to furgon shrubs, but they fight back) =D

Lonely Tylenol
02-10-2006, 03:29 AM
What if instead of puppets they were skeletons. I don't think you actually specified what they were going to be. I think skeltons would be more keyed toward the game instead of puppets. I would be pretty cool that when you summoned them they came out of the ground, and when they are destroyed they turn to dust. I voted for your grapnel warrior, but I figured I would throw that idea out.

You might find that I have already done a unit like this called the Manzazuu, which can be found here (http://www.tacticsarena.com/forum/showthread.php?t=19121&highlight=Manzazuu). :)

2 Qs

1) what if 2 units were the same distance apart?
2) how would it move if no units were in range?

1) It would take the most direct route. For instance, if the two closest units were 6 spaces away, one was 6 spaces straight away and the other was 6 spaces diagonally (like a corner Scout shot), the Puppet would move towards the one 6 spaces straight away. Obstructions are also factored into this, so if this straight-away unit is behind a Lightning Ward, it would have to move around it, and less distance would need covering between the Puppet and diagonal unit, the diagonal unit would be the target.

2) It would move towards the nearest attackable enemy unit, even if that enemy unit isn't within range.

Great unit, one question though, is the puppet effected by a frosty? if so would the caster beable to just make a new one once the other is paralysed?

Good unit all together tho. would love to see it..

I think I answered this question in another thread, probably for platinum certificaiton, but I can't remember where it is. I believe my answer was the puppet can be paralyzed, and the caster can re-cast one once it's paralyzed.

Nice effort... But it has been done 3 times before =)
Similar Threads
Thread Thread Starter Forum Replies Last Post
Puppet Master HotChicks Create-A-Unit 4 01-20-2005 05:18 PM
Ghost and Puppet Master Denouement Create-A-Unit 3 08-28-2004 12:52 AM
Puppet Master GandalfBA Create-A-Unit 5 12-15-2003 11:08 AM
All times are GMT +8. The time now is 09:21 PM.


Pretty much the same idea as the other ones, but i think your one is better =) Good job

The thread titles are the same.

Here is the Puppet Master, created by HotChicks:

like i said before im gettin really bored so dont slam my ideas

Puppet Master
25 health
10 defense
Focus Spell
can move 2 spaces
recovers in 4 turns(2 if only moving)
50% block
attack range is 6 spaces away

So really all this guy does is when he gets in range he will be able to control an enemy unit until the focus spell is broken or until he is able to move again

So it's actually a control unit, not a summoning unit.

The Ghost and Puppet Master, created by Denouement:

Ghost (Undead Male)
Hp: 16
Blocking: 100% (since it is not of this plane)
Armor: 0
Recovery-3 turns

Special Ability: Possession- Hits just like Knight, automatically destroying ghost, but giving control of attacked unit to the opposite player.

Puppet Master
Hp: 25
Blocking: 0
Armor: 0
Recovery-3 turns

Special Ability: range of 2 squares from puppet master, takes control of targeted unit and that unit can only be used for its attack, and not movement and if it has no recovery. (i only say attack because it would be too powerful if a controlled knight was able to turn around, walk back and attack a cleric, both killing the cleric and breaching a whole in the opposing players defences.

The Ghost and Puppet Master are two different units in the same post, which are actually control units. Again, not summoning units.

And finally, the Puppet Master, created by GandalfBA:

this is a vague idea coz i have no time to write, just joined the board

Puppet Master

hp low
armor (lol) 0
move 3 most
ability (yay): hits a unit (no dmg): puts the unit under owners control. If controlled unit is hit, it wears off. If caster is defocused, it wears off.
Puppet master recovery time STARTS AFTER the controlled unit is no longer under control. after it, 2 turns.

it helps defend the clerics against rushers and speedy assys. anything can bring him down, thats why u cant rush/power with it.
obviously unit remains focused while spell is in action

This is, again, a /CONTROL UNIT. It has absolutely nothing to do with the SUMMONING aspects of the Doll Master & Puppet.

I would greatly appreciate it if, next time you decided to make such comments about a post, you actually read the original post of my thread and the posts of the threads you claimed I mimicked, instead of copying and pasting the info on the reference links at the bottom of the thread. If you had a valid attack on control units instead of link-whoring you could have attacked my Hypnotist, which can also be found in my CAU Archive (http://www.tacticsarena.com/forum/showthread.php?t=19121&highlight=Hypnotist), although that unit does indeed have an original effect, even for the well-done concept of control. 'Kay thanks, buh-bye! :dry:

I like the idea, very nice! all exectp the augment thing, it makes it quite confusing...is there a limit to how many puppets one master can summon? Very original idea (for this game anyway) i really hope this becomes a unit!

PS: ever think it could just be like another unit that you can control? like a miniature army of puppets (similar to furgon shrubs, but they fight back) =D

Since the puppet is indestructible, the puppet is instead linked to a Focus of the Doll Master. Only one can be summoned, and if the Doll Master is hit, the Puppet is destroyed.

Anyway, this thread was created in 02-16-05... I am only posting here because in one week from now the thread will have been here for a whole year, and it's the top thread on the first page right now. Huzzah. :) Thanks for all the support guys.

Memnarch
02-10-2006, 09:25 AM
I like it LT. It would be a pretty cool distraction. So let me get this straight. As long as the doll master is in focus, the puppet attacks on its own WHILE you are attacking with other units. Thats awesome. I really think you did a great job with this unit.

So_Cold
02-10-2006, 07:22 PM
Seed would be stupid not to put it in the next update, 10/10.

Lonely Tylenol
02-16-2007, 10:56 PM
Yet another second anniversary bump from LT himself!

This one's #6 on my 20-unit collection, the Doll Master and Puppet. Yet another one of my personal favourites, with an intricate balance between the controlled, yet weak Doll Master, and the indestructible, yet autonomous Puppet. Styled after the string puppets & marionettes, of course. :p

I hope you guys enjoy reading this one as I enjoyed coming up with it.

HierophantNexus
03-21-2007, 02:06 AM
I do not like non-player controlled units. This strategy game is mostly based on predictable outcomes with the exception of blocking which is mostly predictable. I do not want to see the code of predictability ever weakened.

Cross Punisher
03-21-2007, 02:19 AM
bump my units next :)

scb
03-21-2007, 04:19 PM
This is predictable, but it will probably get tied down pounding something ridiculously hard to kill, and the opponent will make it switch quite often, making it do little. Still, it will force the opponent to think about his moves carefully, meddling with the opponent's maneuvering. I like this unit.

CP, bump your own units. You can get away with it if you make a decent excuse, such as "anniversary celebration" (as LT did) or "nobody properly discussed this unit" (as I did).

Arifas
03-23-2007, 04:06 PM
So technically, if you have a turtle setup, you can have a Doll Master in the way back, barrier ward it after he summons a puppet, send the puppet up there and kill anything it wants?

Edit: Or the Puppet can only move two spaces that aren't controlled from the spot it was summoned from?

scb
03-23-2007, 04:10 PM
It will kill things painfully slowly, though, and the opponent can manipulate it by the way he moves his units.