View Full Version : Ghosts of the Storm.
cuckoo
02-18-2005, 08:49 PM
Sailors or old who tempted fate and died from storms. Not content with that, their ghosts roam the land, determined to show everyone the fate they experienced.
This is for the turtlers.
Ghost of the Storm.
Unit type: Human (roughly)
Armour: None
Hits: 39
Blocking: Ghosts don't have any of the senses we do. So, they don't have to face you to know you're there. 39% from ALL sides.
Movement: 3
Recovery: 2
Power: Chilling Touch: 10 (unblockable)
Attack Pattern: Hits EVERYTHING in a horizontal line, regardless of which way the ghost is facing.
hhhhhghhhhh ghhhhhhhhhh g=ghost h=spaces hit.
Special Ability: Aura of the Storm: All movement is reduced by one (except for Mud Golems and wisps because they don't move on land). Because the raging storm can blow things of course, all projectile attacks (HAMBUSHER, and Scouts) have their range reduced by two.
The cold also effects fire. All fire attacks (Dragon, Pyromancer/Dragon Speaker Mage, Witch) have their power reduced by eight. This effects the entire board and only ends when the ghost is killed.
I would also appreciate new ideas, especially for the Aura's effect on fire attacks.
All questions/comments/criticism/flaming ect. welcomed.
EDIT: After some thought, I got this feeling that some things about ths ghost are rather....strong (thanks to darkblade3 for his insightful comments). So here is a different special ability. Any comments on how much better/worse it is are welcomed.
Special Ability: Aura of the Storm: This will affect all units within five spaces of the ghost. All movement (still other than the Mud Golem and Wisp) will be reduced by one. All attack power is reduced by four.
However, all attacks directed at the ghost or any unit in a knight's attack range of the ghost have their power halved.
Cross Punisher
02-18-2005, 09:15 PM
So you made this to counter bombs... so you made a unit with unlimited range.
1) Only contraption block from all sides. Whats your reason for this one blocking from all sides.
2) Why is mud Golem not included in movement penalty.
3) How do you classify a "Ranged" unit. The way I see it a Scout, LW, Tyrant, Pyro, Witch, BW, GA, and Dragon Speaker classify as "ranged" units.
3)Umm the Witch doesn't use fire. So you lowered the pyros power to 7 with 2 range and the Dragon's power to 20 with 1 range.
I would suggest some edits be done.
cuckoo
02-18-2005, 10:04 PM
So you made this to counter bombs... so you made a unit with unlimited range.
1) Only contraption block from all sides. Whats your reason for this one blocking from all sides.
Maybe I should have elaborated. It's a ghost, so it doesnt "see" like we would.
It just know you're there.
2) Why is mud Golem not included in movement penalty.
It moves underground. I'll give it a movement penalty when you invent me an underground storm.
3) How do you classify a "Ranged" unit. The way I see it a Scout, LW, Tyrant, Pyro, Witch, BW, GA, and Dragon Speaker classify as "ranged" units.
I see them as Scout, Hambusher (yes Kyir, HAMbusher), and dragon. The rest I see as magic (Just think that ranged units are firing something phyisical, while witches ect. are creating things with magic).
3)Umm the Witch doesn't use fire. So you lowered the pyros power to 7 with 2 range and the Dragon's power to 20 with 1 range.
I think of it as a sort of "black fire." Or I could have said all Pyromancers and witches. And the dragon is only reduced to a range of two, while Pyromancers have no ranged reductions.
I would suggest some edits be done.
I will. It looks like some things weren't made clear enough.
Cross Punisher
02-18-2005, 10:48 PM
Maybe I should have elaborated. It's a ghost, so it doesnt "see" like we would.
aka a Wisp yet they don't block from all sides.
It moves underground. I'll give it a movement penalty when you invent me an underground storm.
And this doesn't effect a Wisp or Dragon why? They both "travel faster than the eye can see." You mentioned nothing about a storm. You just stated that all units have a movement penalty except the Mud.
I see them as Scout, Hambusher (yes Kyir, HAMbusher), and dragon. The rest I see as magic (Just think that ranged units are firing something phyisical, while witches ect. are creating things with magic).
And a dragon's attack is physical how? I forgot to mention this but you just made the GA completely useless. I hate the GA too but you made it completely useless. A GA has a range of 5-6 but with this unit on the field it only has a range of 4, and so it cannot attack at all. I see "ranged" units as including more than your Scout, Dragon, and "Hambusher." That is why this game is getting out of hand. There are too many ranged units, and you just made one with unlimited range.
I think of it as a sort of "black fire." Or I could have said all Pyromancers and witches. And the dragon is only reduced to a range of two, while Pyromancers have no ranged reductions.
Please follow your own guidelines. First you say that the Dragon's attack is physical meaning he would get -2 added to his range, but now he gets another "special" exception, and instead of having a range of 1 he has a range of 2. Read about the DMW. She uses dark magic. I still think a pyro has a ranged attack. Why else would you use one in a bomb. Still a pyro with a power of 7 or a Dragon with 20 power is still kinda useless especially if you consider the range reduction.
cuckoo
02-19-2005, 01:14 AM
aka a Wisp yet they don't block from all sides.
The wisp doesnt block at all. Just because they're both spirits doesnt mean they have to follow the same guidlines.
And this doesn't effect a Wisp or Dragon why? They both "travel faster than the eye can see." You mentioned nothing about a storm. You just stated that all units have a movement penalty except the Mud.
When dragons move, they fly. Storms are in the sky. I'm not sure about the wisp, but I assumed it does that too.
And a dragon's attack is physical how? I forgot to mention this but you just made the GA completely useless. I hate the GA too but you made it completely useless. A GA has a range of 5-6 but with this unit on the field it only has a range of 4, and so it cannot attack at all. I see "ranged" units as including more than your Scout, Dragon, and "Hambusher." That is why this game is getting out of hand. There are too many ranged units, and you just made one with unlimited range.
The dragons attack is physical because it is firing fire rather than conjuring it. I think of it as spitting. The only use for the Hambusher before this was to take out Clerics. Now, they can't, so they're useless. Good ridance I say.
As for the whole unlimited range thing, yes, that's true. But it's not really an attack. It's rather like a new board that so many people are clamouring for.
Please follow your own guidelines. First you say that the Dragon's attack is physical meaning he would get -2 added to his range, but now he gets another "special" exception, and instead of having a range of 1 he has a range of 2. Read about the DMW. She uses dark magic. I still think a pyro has a ranged attack. Why else would you use one in a bomb. Still a pyro with a power of 7 or a Dragon with 20 power is still kinda useless especially if you consider the range reduction.
You are correct, I got ahead of myself. I think I'll change ranged units so only the Scout and Hambusher are effected. The reason I won't consider Pyromancer, dragon, or witch attacks ranged, is becuase with a power reduction AND ranged reduction, that just makes them unusable.
And on the witch and fire subject AGAIN, It's a sort of "dark fire." And it's because I want to classify the Pyromancer and witch together.
Wow, it's getting late here. I'm off to bed.
Lonely Tylenol
02-19-2005, 02:55 AM
I see them as Scout, Hambusher (yes Kyir, HAMbusher), and dragon. The rest I see as magic (Just think that ranged units are firing something phyisical, while witches ect. are creating things with magic).
Rethink adding "Dragon" to that. Its attack is an unblockable fireball for a reason.
I'm not sure about the wisp, but I assumed it does that too.
It dives under the field and comes back up in the selected spot. Underground travel.
The dragons attack is physical because it is firing fire rather than conjuring it. I think of it as spitting. The only use for the Hambusher before this was to take out Clerics. Now, they can't, so they're useless. Good ridance I say.
It's unblockable. It's a fireball. 2 + 2 = 4.
As for the whole unlimited range thing, yes, that's true. But it's not really an attack. It's rather like a new board that so many people are clamouring for.
Then what is this?
Power: Chilling Touch: 10 (unblockable)
Attack Pattern: Hits EVERYTHING in a horizontal line.
hhhhhghhhhh ghhhhhhhhhh g=ghost h=spaces hit.
An attack with unlimited horizontal range. You could have a unit in the back rank of your field and attack the Cleric at the back of your opponent's field without moving. Even the GA occasionally requires repositioning.
It needs work, but at least you were thinking when you wrote it. That makes this unit idea better than about a majority of the units. Now think of something that would not create adverse results if implemented in the game. (I.E. the storm idea would screw over all range guys and magic users, and make movement a heck of a lot harder.)
darkblade3
02-19-2005, 06:42 AM
its 2 powerful
Cross Punisher
02-19-2005, 09:01 AM
The wisp doesnt block at all. Just because they're both spirits doesnt mean they have to follow the same guidlines.
True but it is weird that all units except contraptions don't block from behind. It could be for a reason. :rolleyes:
When dragons move, they fly. Storms are in the sky. I'm not sure about the wisp, but I assumed it does that too.
What i'm saying is you didn't mention anything about a storm, and the dragon doesn't fly it teleports just like the mud and wisp.
As for the whole unlimited range thing, yes, that's true. But it's not really an attack. It's rather like a new board that so many people are clamouring for.
So the range is an unlimited horizontal line that does 10 unblockable damage, and yet you say it's not an attack but a board. :confused:
The only use for the Hambusher before this was to take out Clerics. Now, they can't, so they're useless. Good ridance I say.
Stop beating around the bush. You may as well as made it's Special Abilitity:Kills all Golem Ambushers on the board instantly.
See how short and simple that was.
This unit is still as bad as the GA in that it makes turtles still useless. It's also very similar to the GA except it has unlimited range, lower power, lower recovery, lower health, blocking from all sides. Face it in your attempt to destroy GA's and help turtles, you just made a GA that hurts bombs and still makes turtles pretty useless.
cuckoo
02-19-2005, 12:36 PM
True but it is weird that all units except contraptions don't block from behind. It could be for a reason.
This idea isnt new anyways. And it isnt 100% blocking.
What i'm saying is you didn't mention anything about a storm, and the dragon doesn't fly it teleports just like the mud and wisp.
Ever notice how it unfurls it's wings right before it vanishes? Now I don't know about you, but that generally means something is going to fly. Since everyone insists, I suppose I can make wisps get immunity too.
So the range is an unlimited horizontal line that does 10 unblockable damage, and yet you say it's not an attack but a board. :confused:
This is a misunderstanding. I thought you were refering to the special ability.
Stop beating around the bush. You may as well as made it's Special Abilitity:Kills all Golem Ambushers on the board instantly.
See how short and simple that was.
This unit is still as bad as the GA in that it makes turtles still useless. It's also very similar to the GA except it has unlimited range, lower power, lower recovery, lower health, blocking from all sides. Face it in your attempt to destroy GA's and help turtles, you just made a GA that hurts bombs and still makes turtles pretty useless.
I could have made it "Kills all Golem Hambushers." But then I would have to think up a good excuse for why. :D
How exactly does it make turtles useless? The Hambusher can chuck rocks six spaces without Line of Site. This guy however is too slow to get to the Cleric (it's attack is horizontal for a reason), damage is too low to hurt a turtle, and it's aura slows down other units.
The reason it has unlimited range in a horizontal direction is because rushers generally line up all their units in a horizontal line.
EDIT:
Rethink adding "Dragon" to that. Its attack is an unblockable fireball for a reason.
But if I added dragons back, that would make the dragon so weak as to be worthless.
It dives under the field and comes back up in the selected spot. Underground travel.
Alright, I give. I'll add wisp to the immunity list with the Mud Golem. Happy?
An attack with unlimited horizontal range. You could have a unit in the back rank of your field and attack the Cleric at the back of your opponent's field without moving. Even the GA occasionally requires repositioning.
It needs work, but at least you were thinking when you wrote it. That makes this unit idea better than about a majority of the units. Now think of something that would not create adverse results if implemented in the game. (I.E. the storm idea would screw over all range guys and magic users, and make movement a heck of a lot harder.)
With movement three, recovery two, how likely is it to get to the cleric? For all that work, you could just nail the Cleric with a Scout. Does more damage too.
Why thank you for the first complement I've recieved.
As to the "adverse results," and the screwing over of ranged units.... that was the general idea I had for this unit.
Lonely Tylenol
02-19-2005, 04:34 PM
With movement three, recovery two, how likely is it to get to the cleric? For all that work, you could just nail the Cleric with a Scout. Does more damage too.
Unblockable attack. Hits all units in a horizontal line. If you don't move the guy, it has a recovery of one. Since it hits all units in Witch pattern, only throughout the whole of the field, it will indeed bypass LoS JUST like the GA and hit the Cleric directly, although for only ten damage, and you can keep doing this on and on until the Cleric is dead. Scout requires repositioning just to get at the Cleric, and you can have other units attack it while it's moving. But the Ghost's attack is unblockable, hits ALL units, making Line of Sight and horizontal positioning completely irrelevant.
Why thank you for the first complement I've recieved.
Welcome.
As to the "adverse results," and the screwing over of ranged units.... that was the general idea I had for this unit.
Not a good thing.
cuckoo
02-19-2005, 04:51 PM
Unblockable attack. Hits all units in a horizontal line. If you don't move the guy, it has a recovery of one. Since it hits all units in Witch pattern, only throughout the whole of the field, it will indeed bypass LoS JUST like the GA and hit the Cleric directly, although for only ten damage, and you can keep doing this on and on until the Cleric is dead. Scout requires repositioning just to get at the Cleric, and you can have other units attack it while it's moving. But the Ghost's attack is unblockable, hits ALL units, making Line of Sight and horizontal positioning completely irrelevant.
No, no, no. It can't hit the Cleric becuase it ONLY attacks horizontaly. In other words, it can only attack across the board, not down. So to attack the Cleric you need to get it all the way across the board. Here's an example:
1 xxxxx
2 xxxxxx
3 xxxxxxx
4 xxxxxxxxx
5 xxxxxxxxxxx
6xxxxxxxxxxxxx
The ghost is on rank six. To hit the Cleric, it must get to rank one.
Not a good thing.
Or.....is it? :D
Lonely Tylenol
02-19-2005, 05:05 PM
1 xxxxx
2 xxxxxx
3 xxxxxxx
4 xxxxxxxxx
5 xxxxxxxxxxx
6xxxxxxxxxxxxx
The ghost is on rank six. To hit the Cleric, it must get to rank one.
Works for me.
Or.....is it?
No.
cuckoo
02-19-2005, 07:31 PM
Works for me.
Good!
No.
Are you sure? :(
cuckoo
02-20-2005, 04:06 PM
Alright everyone, I've made a change to the special ability. Tell me which one is better.
Lonely Tylenol
02-20-2005, 05:32 PM
Tell me which one is better.
The new one, much better. But one thing I need to know is... Is it focus?
cuckoo
02-20-2005, 07:48 PM
The new one, much better. But one thing I need to know is... Is it focus?
No.
Cross Punisher
02-21-2005, 10:34 PM
Well all of this bickering seems to be getting us nowhere as it is just the three of us arguing except for one post from darkblade3. It seems we will never agree on anything so instead of me again quoting what you have previously said and attempting to exploit mistakes made by you, I'll just end this talking about something not yet discussed: Horizontal Attack
As usual we both think of different things when we say "horizontal." You think of the attack as it portrays to the board, but I think of the attack as it portrays to the Ghost. If the Ghost simply turns sideways it is able to attack "side ways" and in an effect is able to have more of a range than the GA.
cuckoo
02-22-2005, 06:48 PM
Well all of this bickering seems to be getting us nowhere as it is just the three of us arguing except for one post from darkblade3. It seems we will never agree on anything so instead of me again quoting what you have previously said and attempting to exploit mistakes made by you,
Pretty much, although you two do have some valid points.
I'll just end this talking about something not yet discussed: Horizontal Attack
As usual we both think of different things when we say "horizontal." You think of the attack as it portrays to the board, but I think of the attack as it portrays to the Ghost. If the Ghost simply turns sideways it is able to attack "side ways" and in an effect is able to have more of a range than the GA.
Well, if it'll make you happy, I'll add to the attack pattern that the ghost can only attack horizontaly no matter which way it faces.
cuckoo
02-26-2005, 10:56 AM
So, it seems lots of people are looking at the ghost, but only a few are posting any suggestions. And a very subtle BUMP! Hey, don't hate me, everyone is doing it.
*hint hint*
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