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LondonJack
11-25-2003, 08:07 PM
Some of this stuff is out there a little, and not sure if stuff like corpse tracking is in the tech, but just a few suggestions for the future of the game. Forgive my presentation, i'm too lazy to type everything out or spell check throughly.

Quick description of terms used in unit descriptions to save time:

Pure: won’t take the field with wicked units (might include cleric, oh and plz shorten the cleric heal animation)

Wicked: won’t take the field with pure units (redundant huh)

Natural: won’t take the field with golems or contraptions

Regeneration: X: at the end of each turn a unit heals for X health

Plague: X: all units in play take X damage

Summon: focus skill, unit creates another unit that stays in play as long as focus is maintained and the summoned unit has health.

Trap: create a trap for a given square, this trap remains until triggered (moved over) by a unit, friendly units will avoid them as if they were an obstruction, unless no other path exists to target square.

Enhanced Melee: decreases chance to block of target by 50%

Friendly: this is what happens when said unit attacks another friendly unit

Self: this is what happens when said unit targets itself with an attack command

Enemy: what happens when said unit attacks an enemy unit
Corpse: what happens when unit targets a fallen unit

SvX: stats versus X existing unit, any stat not mentioned would be the same, this includes attack patterns.

Artifact: unit that doesn’t count toward your unit total, only one per team, treated as contraptions.

Racial Units:
Paladin: Pure, SvKnight: greater recovery, Friendly: Heal single target within melee range.

Dark Paladin: Wicked, SvKnight: more power, less block/armor, greater recovery, Self: Plague:10.

Ranger (elf scout): SvScout: less attack range, more movement, less block/health, piercing attack: all units in los between ranger and target are hit, total damage is divided between all targets, however if one unit blocks, no units beyond are hit, armor affects damage.

Necromancer: Wicked: SvCleric: requires Los to raise dead, but no range limit, Corpse: focus: raise dead, unit returns to game (at place of death), with penalties to all stats, no unit can be raised twice, or healed in any way.

Magus(elf mage): SvWitch: no change except attack patterns, Enemy: paralyze: short range, Self: summon wood golem (maybe mud)

Berserker(orc fighter): high power, low health/armor, low recovery, high movement, high frontal block, but no side block, enhanced melee.

Telepath: SvWitch: different attack patterns: Enemy: focus: gain control of enemy unit (telepath is immune to this effect from other telepaths), target contraption: move contraption a few squares.

Druid: Natural: SvCleric: different attack patterns, Self: Focus: all friendly units regenerate 5 per turn, Friendly: Focus: raises a barrier on that unit

Lepper: SvPyromancer: has a Knight’s attack pattern: Self: focus: Plague: 10, all units take 10 damage each turn.

Priestess: SvWitch: different attack patterns, Enemy: focus: curse: -50% all stats, +100% recovery, Corpse: focus: summon zombie

Taskmaster(Orc): SvAssassin: Knight’s Attack pattern: Self: negates all recovery time for all friendly units, high recovery time after this attack

Trappers: high move/recovery low everything else
Human: Trap: paralyze until unit is damaged
Elf: Trap: gain control of unit for one command
Orc: Trap: damages an area of 3x3 centered on the trap

Werewolf: Human form: SvPyromancer: no attack pattern, very high recovery time (bonuses for all unused moves/attacks apply) Self: Transform into wolf form for 2 turns with no recovery time in between.
Wolf form: SvAssassin: Pyromancer health, more power: Enhanced melee, heal to full life whenever damage is dealt to any unit, 10% chance to infect any damaged human unit, changing them into a permanent WW in wolf form.

Dwarf tinkerers: high health/armor/recovery, low power/move/block
War: Summon light ward
Speed: Summon teleport ward
Wall: Summon barrier ward
Chance: Summon Chaos ward

Racial Generals: When a racial general is fielded, you may field one extra unit of that race, only one general may be fielded at a time.
Elf: SvRanger: more power/range/movement/defences
Human: SvKnight: more power/block
Orc: SvBerserker: more power/health, normal chance to side block
Dwarf: SvTinkerer: more power/block, all contraptions
-2 recovery

Other units:

Bone Golem: SvFrost golem: Knight’s attack pattern, gains health/blocking/armor/power for each corpse in play

Fire Golem: high movement low health/power/recovery, all melee attackers take damage, when golem dies it damages a 3x3 area centered on golem

Wood Golem: SvKnight: no blocking more health/armor, regeneration: 5.

Teleport Ward: can teleport any unit within its range to any space on the board.

Chaos Ward: at random (uncontrolled) intervals damages or heals any or all units within it’s range.

Orbs: contraptions: 50% blocking
Nuturing: all units +1 power, all natural units + 2 regeneration also
(natural units will field with this contraption)
Festering: all units -25% max health, no penalty to wicked units
Purifying: all units -1 recovery, no bonus to wicked units

Wolf: no blocking/armor, low health/recovery, average power, high movement, counts as half a unit.

Troll: no blocking, low armor/movement/recovery, average health/power, regeneration: 5, even after death the troll continues to regenerate, and rejoins the game when he reaches one half health, can’t be healed between death and revival, and the game still ends if a troll has not revived.

Zombie: no to low everything except average health and high power.

The one ring: artifact: all friendly units +2 power, 100% armor 50% blocking/magic resist(chance to block unblockable), if “hit” controller of attacking unit gains control of the one ring

The holy grail: artifact: resurrect to full health/stats one unit, huge recovery, 95% blocking, 1 health, game ends even if next turn the grail would be available to rez a unit for the loser.

phyrus
11-25-2003, 08:44 PM
I like the trap setter idea. I used to love the bomb units in the classic game Stratego. You knew where they were but your enemy had no clue till he attacked em. Maybe call that unit a Subverter or a Miner. Or you could go the way of Final Fantasy and have him "enchant" the ground and make him a Geomancer.
To keep the element of surprise you would have to let him set a trap at least 2 spaces away, one without a unit currently occupying it.
Geomancer/Miner
Power 25
Movement 3
Armor 5
Parry (maybe 33% like the pyro if he holds a staff, or a shovel)
Hitpoints 30
If he was a miner you could maybe let him have two mines at a time active (that you can see, but your opponent can't) But if he was a geomancer I'm guessing you would have to maintain a focus (cuz thats the way the game is modeled) and maybe he could enchant a certain pattern of spaces. This way your opponant could see that there are traps down but not know where.
Miner would have a +2 refresh for laying a mine
geo would have a +3 after enchanting the ground
Phyrus

LondonJack
11-29-2003, 10:14 AM
ok just an edit that's too late and a new idea

Enhanced Melee change: -25% from the max chance to block (80% becomes 60%)

Bonded units: These units must field together (you must have enough units spaces on the field for all the units bonded together in order to field any of them, they all enter the field once the first is placed)

Shock: SvPryo less power, different attack pattern: bonded to awe, does an electric attack, that randomly chooses one enemy target within 2 spaces of the initial target, and hits that target for half of shock's power rounded down, this continues until shocks damage equals zero, or their are no other targets within range. (aka chain lightning from diablo)

Awe: SvAssassin, hits all targets in an X melee pattern instead of a +, slightly less blocking: bonded to shock,
small chance to paralyze any unit Awe deals damage to, until that unit is damaged or healed

Omega_Paladin
11-29-2003, 05:13 PM
Wow. You were right when you said the post was lengthy. It was kinda a confusing read. But I think some of your ideas are really good. Espically the traps. Those could open up all sorts of new stratgeic angles. Like you got a pesky injured pyromancer that is looking to attack your lighting ward, and you put a trap at that area that is just outside your wards range and then the pyro walks up thinking he has got an easy attack angle and BAM! some kind of explosin of fire or light or something, no more pyromancer! Or in the end game when you trying to play a running game with you one semi-healthy knight vs. their massively injured one and nearly full health one, have your trap mage dude set up a trap to the side of your knight, they send in healthy knight to finish you off and BAM! off goes the trap and beating him down to a low level of health so you finish him off and get to chase after his last beaten up knight. I could go on all day on this subject. Keep up the good work :cool: .

Sorrow_pain
11-29-2003, 11:48 PM
i looking forward for u to make the plans of the units....hope u are...then i am able to see it much better :D

LondonJack
12-01-2003, 12:24 AM
Yeah i have to agree that's a confusing read, just came back and it took me a few minutes to understand some of it :) anyway a few changes and a couple new ideas.

Druid: regenerate: 3 (5 per turn is too powerful)

Shieldbearer: no power, low movement/recovery, high health/armor, 100% frontal block, 80% side. Shieldbearer has a chance to block for any frienly unit within a 3 x 3 area centered on the SB. This chance to block depends on the direction of the attack in relation to the orientation of the SB, and applies to LOS attacks that pass through the SB's area of influence. the chance to block for other's is 50% of the SB's chance to block against a given attack.

Faery: high movement, high blocking all sides, immune to magic (unblockable), low health, teleportation, teleports randomly after a block, healing damages faery, medium power, knight's attack pattern, unblockable attack. (ok that's just some random thing i just pulled out of a hat)

ReNeGAdE
12-01-2003, 12:33 AM
dont think it will happe sorry dude. thats not wut team customizing is about.

LondonJack
12-01-2003, 11:37 AM
Someone made a good point about teleporting a light ward into the opponents area, so a couple changes to units.

Teleport ward: Teleports a single mobile unit adjacent to the ward (3 x 3 area centered on the ward) up to 4 spaces away.

Telepath: target contraption: move contraption one space (range of 2 for either telepath ability)

Medusa: SvFrostgolem: less health, one movement, focus: LOS paralyze, range 5, any unit that crosses the LOS between the medusa and the target becomes paralyzed as well.

ultraexactzz
12-01-2003, 01:24 PM
I think your telepath should probably a Psionicist or some such, as the power you describe is really Telekinesis.

Trappers: You might have this as a Frost Golem-type ability, except that your opponent can only see that the ability was triggered, NOT the square on which it was triggered. Thus, you've suddenly got a wide range of tiles where your unit might take damage just for walking. Could really change how your opponent deploys their units.

LondonJack
12-03-2003, 05:33 AM
Both solid suggestions ultra.

A couple quick additions...

Shieldbearer: counts as half a unit, opponent does not have to kill SB to win the battle.

Mage sans decent name: SvPyro: no power, focus: target unit becomes invisible.

effects of invisibility:
-your opponent can't see the unit, however you can
-moving or attacking does not reveal the unit, however enemy units cannot move through it, so movement patterns would.
-the unit has an increased chance of blocking in all directions
-an enemy unit turned invisible cannot be commanded, but would still have the increased chance to block

LondonJack
12-03-2003, 12:37 PM
Ok think i will give in and make this a little more readable, but no more then a few units at a time. I left out most the specifics initially (or based units off existing units) b/c its the devs job to fill in the blanks and balance things according to their game philosophy. My personal philosophy about new units is that dual function units and units that change the number of fieldable friendlies is the future of the game, this might seem a little overpowered in the current enviroment. (any stat not listed assume is 0)

Druid
Health: 22 (suggested in the clan elder thread, seems like a solid idea)
Power: 3
Move: 1
Range: 3
Recover: 5
-Target Self: Focus: all friendly units heal 3 at the end of each turn (range doesn't apply)
-Target Friendly: Focus: raise barrier on that unit (range applies)
-Natural unit: won't field with golems or contraptions

Psionicist (aka telepath, thanks to ultra for the better name)
Health: 28
Power: 0
Move: 3
Range: 2
Block: 20% (10% side)
Recover: 3
attack pattern: same as enchantress, only for one target
-Target enemy unit: Focus: gain control of that unit
-Target contraption: move that contraption one square

Paladin
Health: 50
Power: 20
Move: 3
Range: 1
Block: 80% (40% side)
Armor: 25%
Recover: 2
attack pattern: same as knight
-Target Friendly: heal 20
-Target Enemy unit: melee attack
-Pure unit: won't field with wicked units

Dark Paladin
Health: 40
Power: 24
Move: 3
Range: 1
Block: 60% (30% side)
Armor: 20%
Recover: 2
Att Pat: knight
-Target Self: Plague: all units in play take damage equal to 1/3 the Dark Paladin's power (including the Dark Paladin)
-Target other unit: melee attack
-Wicked unit: won't field with pure units

Necromancer
Health: 24
Move: 3
Recover: 5
-target fallen friendly unit (assuming corpses or graves are in game): LOS to cast: Focus: unit returns to game with 30% penalties to all stats, returned unit can't be healed and leaves play if necro loses focus. No unit can be raised twice.
-Wicked unit

Magus (elf mage)
Health: 28
Move: 3
Range: 2
Recover: 3
-Focus: summons a wood golem in the space the magus is facing (must be vacant)
(used to be more, but looking back it seemed a bit much)

Wood Golem
Health: 60
Move: 4
Power: 20
Recover: 2
Att Pat: Knight's
Regenerate: 5 (heals 5 at the end of each turn)

Ok that's enough for now, will probably take this back up later

bobaloodabooto
12-03-2003, 07:04 PM
Magus and Psionicist seem far to powerful.

LondonJack
12-04-2003, 10:01 AM
Couple new ideas, and think i will work on making a few more units readable.

Timekeeper
Health: 20
Recover: 9
Focus: speeds up your opponents turn clock by 30%

Apathy (or gravity) mage
Health: 24
Recover: 5
Focus: all units in play (enemy and friendly) lose teleportation, and have their movement and range cut in half rounded up.

Ranger
Health: 30
Power: 18
Armor: 8%
Block: 50% (25% side)
Range: 4
Move: 5
Recover: 1
Att Pattern: Scout Los
Piercing attack: all targets in the line of sight take damage (divided evenly), however if one target blocks, all targets behind him do not take damage

Berserker (orc fighter)
Health: 40
Power: 28
Armor: 8%
Block: 70% frontal (no side block)
Range: 1
Move: 4
Att Pat: Knight
-Enhanced melee (decreases chance to block of target by 25% -80% becomes 60%-)

Bone Mage (formerly Lepper)
Health: 18
Block: 33% ( 16% side)
Move: 2
Recover: 3
Focus: all units in play take 10 damage at the end of each turn.

Priestess
Health: 28
Block: 20% (10% sides)
Move: 3
Recover: 3
Range: 4
Att Pat: Los
Target living unit: Focus: Curse: -50% (rounded down) Move, Block, Power and range (range rounds up instead), +100% recovery.
Target Grave: Summon Zombie (destroys grave)

Zombie:
Health: 50
Power: 22
Move: 2
Recover: 2

respected55
12-04-2003, 02:59 PM
this is way to long, I'll never responde to it...:eek:

squid
12-04-2003, 03:08 PM
i have 1 question how is the trapper supposed to lay them all or can they choose which ones i dont get it

LondonJack
12-04-2003, 06:21 PM
that's ok respected, thanks for the bump anyways :p

this is just my dump site for ideas anyways, don't really expect people to read it, i just like goofing around with unit ideas.

actually squid, that's 3 seperate units, one human trapper, one elf trapper and one orc trapper, each with a different type of trap. I will get to making that a little more readable eventually.

New Idea

Ninja:
Health: 40
Power: 20
Armor: 8%
Block: 70% front (35% sides)
Move: 3
Range: 3
Recover: 1
Att Pattern: same as dragon
-charge attack: if the range to target is greater then one, the ninja charges at target and strikes the first unit in its path. After his attack the ninja remains in the square adjacent to his target, but the charge does not count towards his movement for his turn.

Poison mage
Health: 30
Power: 10
Block: 33% (16% side)
Move: 3
Range: 4
Recover: 2
Attack Pat: Hits single target up to 4 squares away.
- unblockable
-poisons target: target takes 10 damage at the time of attack and 5 damage at the end of each turn, armor does not reduce poison damage. Healing cures poison, regeneration does not.

squid
12-04-2003, 06:25 PM
londonjakc read my post that says necromancer, fatal knight, phoenix, ect you gotta read it adn tell me what you think as soon as possible. i need to no oh and ive aslo thought of a pioson mage just take a look plz

Assassin_89
12-04-2003, 06:41 PM
it must've taken you a long long time to type all that

LondonJack
12-04-2003, 07:03 PM
it took a little while, its the retyping of the units so other people can read them that is taking forever though :)

Hamster
12-04-2003, 08:16 PM
wut kinda traps do you have in mind?

LondonJack
12-04-2003, 10:38 PM
Body Thief
Health: 35
Recover: 1
Range: 3
Move: 2
Att Pat: attack's a single target up to 3 spaces away
- attack: exchanges control (and possible field position) of the body thief and the target (target must be a human unit, excluding contraptions)

Bone Golem
Health: 16
Power: 6
Range: 1
Move: 1
Recover: 2
Att Pat: Knight
-for every unit that dies, the bone golem gets +6 max health, +2 power, and +0.4 move (rounded up)

Fire Golem
Health: 50
Power: 14
Range: 1
Move: 5
Recover: 2
Att Pat: knight
- unblockable
-all melee attackers take 5 damage when they deal damage to fire golem
-when golem dies it does 14 damage to a 3x3 area centered on golem.

Teleport Ward
Health: 34
Range: 4
-100% blocking
-can teleport any mobile unit adjacent to it up to 4 squares away.

squid
12-05-2003, 09:32 AM
ok i like the fire golem and the bone golem but i think you should do this have the bone golem justt get +0.5 move and not o.4 that would make it a bit more complicated for the game and the fire golem well i dont think the 14 power is all good and the 14 damage in a 3x3 rqduis i think it should be is like 10 damage and hit for about 16 i also think that the body thief is a bit cheap its a great idea but a bit cheap.

LondonJack
12-06-2003, 12:08 AM
Leprechaun
Health: 15
Move: 3
Recover: 5
- +25% chance of getting the first turn
- 5% chance of recovery time being reduced by 1 any time a unit is used.
- Focus: all friendly units +10% (5% side) blocking, all enemy units -10% blocking.
- 30% chance of any attack missing the leprechaun, a missed attack still interupts his focus.
- when the leprechaun dies, its controller gets one additional turn, after his or her next turn.

Omega_Paladin
12-06-2003, 09:34 AM
The Leperchan seems a little too good. All those bonuses. I would say take out the extra turn when it dies. Then I think it will be fairly balanced. Just my opinions though, don't mind me :) .

LondonJack
12-06-2003, 06:26 PM
No i see your point OP, the thing with the Leprechaun is i wanted at least one definite effect. The rest are just precentages, and most of the abilities, except the chance at recovery reduction, would be nullified if your opponent was also using a leprechaun.

There would be strategy in killing the leprechaun as he is though, because if your opponent kills him at the wrong time, that could cost him heavily. A player could also kill his own leprechaun at an advantageous time for the extra turn. (Since it would take a turn to do this, the only thing i could think of would be that a unit would recover and be usable next turn, thus allowing his use before your opponent had another turn.)

LondonJack
12-07-2003, 07:43 AM
Just working on some of the earlier units.

Trappers: There were some good suggestions on this, so some general information about the units. When a trapper attacks, they "enchant" a sqaure within their range. The opponent does not see which square (and the unit doesn't change orientation based on the direction of the target square). The controller of the trapper at the time the trap is set can see the trap, (maybe a glowing glyph symbol on the square) and friendly units avoid the trap as if it was an obstruction, unless their is no other way to reach their destination square. Traps do not go away if the trapper dies.

Human Trapper:
Health: 30
Armor: 18%
Block: 33%
Move: 3
Range: 3
Recover: 2
- trap: the next unit to move over the trapped square is paralyzed until it is healed or damaged. (once the trap is triggered all further movement for this unit is canceled).
-max of 3 traps at any one time

Elf Trapper:
Health: 28
Block: 33%
Move: 3
Range: 2
Recover: 4
-trap: control of the unit that moves over the trapped square switches players for one command, once the unit is commanded it returns to the owner's control. (the unit switches command at the time the trap is triggered, so any further movement is canceled).
-max number of traps: 2 (trapped units that have not been commanded count towards this total).

Orc Trapper:
Health: 30
Power: 14
Armor: 18%
Move: 3
Range: 3
Recover: 3
-trap: when a unit moves over the trapped square, this trap damages a 3x3 area centered on the trap. All units in that area take 14 damage (before armor). This trap doesn't prevent a unit from moving to it's destination.
-max number of traps: 3

Idea for a day/night dynamic for TAO.
Every 12 rounds (one turn for each player) it switches from day to night or vice versa. Could be random which part of the day and which 'hour' each game began on.

Werewolf: (several changes from the earlier version)
Day: Human form:
Health: 35
Power: 12
Armor: 18%
Block: 40%
Recover: 2
Att Pat: Knight

Night (transformation is automatic): Werewolf form:
Health: 40
Power: 24
Armor: 30%
Block: 70%
Recover: 1
Att Pat: assassin
- regenerate: 5 (at the end of each of it's controller's turns,
the WW heals 5 damage)

Racial Generals: Fielding a Racial General allows you to field one additional unit of that race. Only one general may be fielded at a time.

Human General:
Health: 50
Power: 24
Armor: 30%
Block: 80%
Recover: 1
Move: 3
att pat: knight
- may field one additional human unit.

Elf General:
Health: 40
Power: 20
Armor: 8%
Block: 60%
Range: 6
Move: 4
Recover: 1
Att Pat: Scout
-piercing attacking: hits all targets in its Los, damage is divided evenly between all targets. If a unit blocks, no units behind it are damaged.
-you may field one extra elf unit.

Orc general:
Health: 40
Power: 28
Armor: 18%
Block: 70% (side 35%)
Range: 1
Move: 4
Recover: 1
Att Pat: Knight
-enhanced melee (25% reduction to chance to block orc general's attack 80% would become 60%)
-you may field an extra orc unit.

LondonJack
12-17-2003, 03:09 AM
Been a while, so i thought i'd come back and work on this old thread again.

Orbs: contraptions that effect all units on the field, and also have additional effects based on a units alignment.

quick recap of alignments:
Natural unit: won't field with contraptions or golems
Wicked unit: won't field with pure units
Pure unit: won't field with wicked units

Nuturing Orb:
Health: 34
Blocking: 80% (all sides)
- all units +10 max health, all natural units +2 regeneration (natural units will field with this contraption)

Festering Orb:
Health: 34
Blocking: 60%
- all units -2 power, no penalty for wicked units.

Purifying Orb:
Health: 34
Blocking: 50%
- all units -1 recovery, no bonus for wicked units.

Wolf:
Health: 32
Power: 14
recovery: 1
movement: 6
- counts as half a unit

Troll:
Health: 50
Power: 18
Recover: 2
Movement: 2
- regeneration: 5 (heals 5 at the each of each of its controllers turns)
- continues to regenerate after death, and returns to play if he regenerates to full health (can't be healed while 'dead' but can still be damaged, if he's 'dead' when his controllers last mobile unit is killed, his controller still loses)

LondonJack
01-17-2004, 04:24 PM
Just thought i would bump this old beast

Logic
01-17-2004, 05:09 PM
That is quite cool Londonjack, i think that the creaters should really look at those ideas (there sure are a lot of them). Anyway, I think that that much work deserves some attention, some of them don't seem like they would fit, but there are definately some that i really liked (although most need some minor tweaking / perfecting).

Good work Londonjack

-- Logic

LondonJack
01-17-2004, 05:14 PM
Yeah i agree looking back, a lot of them need some work, and some are just stupidly overpowered, but i'm too lazy to bother with all of that ;) i already typed all this twice, it's enough i think

Serge
01-17-2004, 08:21 PM
Wow...

that is a lot of typing...

that is an insane amount of typing...

in fact i can't even remember most of it...

all I remember is the trapper idea is good only the elf trapper is kind of unfair I could trap a dragon and never command it thus it is permanetly paralyzed.

Plus you said something like nature units won't work with contraptions or golems...golems are nature spirits...

lalala

LondonJack
01-19-2004, 07:04 PM
Well that depends on which mythology you go with, Golems are traditionally magical constructs, hence unnatural.

If i'm not mistaken, one of the original Golem myths (the one where the word originates) is a jewish myth about a magical construct, and something about vengence, admitedly i'm a little rusty on that.

Edit: You inspired me to do a search, the definition of golem from Dictionary.com...

golem

n 1: (Jewish folklore) an artificially created human being that is given life by supernatural means 2: a mechanism that can move automatically

Serge
01-19-2004, 07:12 PM
Sorry for making you do more typing and research on top of that. I suck but apparently you were right after all. But the way I've always heard it golems are creatures born of magic and nature. i.e. mud golem, magic guy turns mud into creature

LondonJack
01-19-2004, 07:16 PM
No need to apologize, i'm know empowered with the full definition of golem, knowledge is good ;)

Omega_Paladin
01-19-2004, 09:40 PM
Knowledge goooo(Go for that Gold accouant)ooood...Knowledge goooooo(Join Something Wicked)oooooooooood.........Knowledge goooooooo(You know you want too)ooooooooood...........Knowledge gooooo(Have you had enough sublimenal messaging yet?)oooooood......Knowledge gooooooooooooooooood......

Serge
01-20-2004, 04:14 PM
And I thought I was a spammer, at least I replied with a small amount of relevence.

Omega_Paladin
01-20-2004, 05:41 PM
Yeah, that was bad. I am sorry. Just had to do that for some insane reason.

Serge
01-20-2004, 07:19 PM
I was

Weally just kidding
A little
S ized bit

J ust kidding I'm serious
U should have never done
S omething
T hat blatent

K ids these days
I am asumming you arent a kid
D ont know what im talking about
D o you?
I dont
N either
G ee I guess I will stop ;)

LondonJack
02-01-2004, 01:46 PM
New idea to post, although i'm sure Minotaur units have been mentioned before, this guy is probably a little overpowered atm as well.

Minotaur
Health: 50
Power: 13
Armor: 18
Block: 50%
Attack Pattern: Knight
Move: 3 (4)
Recover: 2

Abilities:
Leap +1 recovery: the minotaur's normal movement is 3 but he can leap (teleport) as far as four spaces (and even over obscrutions, if a space can only be reached by teleport, even though it is less then 4 spaces away, that move still counts as a leap) at the cost of +1 to his recovery time.

Double Swing +1 recovery: the minotaur wields an axe in each hand, and can attack twice in a turn (against a single target or multiple targets) at the cost of +1 to his recovery. (idea comes from an thread about a double headed dragon, might have been aro23r's but i can't remember exactly)

(just move: 1 recovery, just leap/ move and attack/ just double: 2 recovery, leap and attack/ move and double: 3 recovery, leap and double: 4 recovery)

LondonJack
02-03-2004, 08:58 AM
Just doing a quick recap of the ideas contained in this thread. Some of the units have been tweaked a little, and some are still overpowered, but ehh... *shrug* ;) (10k character requirement, wow, i had no idea)

Druid
Health: 22
Power: 3
Move: 1
Range: 3
Recover: 5
-Target Self: Focus: all friendly units heal 3 at the end of each turn (range doesn't apply)
-Target Friendly: Focus: raise barrier on that unit (range applies)
-Natural unit: won't field with golems or contraptions

Psionicist
Health: 28
Power: 0
Move: 3
Range: 2
Block: 20%
Recover: 3
-Target enemy unit: Focus: gain control of that unit

Paladin
Health: 50
Power: 20
Move: 3
Range: 1
Block: 80%
Armor: 25%
Recover: 2
attack pattern: same as knight
-Target Friendly: heal 20
-Target Enemy unit: melee attack
-Pure unit: won't field with wicked units

Dark Paladin
Health: 40
Power: 24
Move: 3
Range: 1
Block: 60%
Armor: 20%
Recover: 2
Att Pat: knight
-Target Self: Plague: all units in play take damage equal to 1/3 the Dark Paladin's power (including the Dark Paladin)
-Target other unit: melee attack
-Wicked unit: won't field with pure units

Necromancer
Health: 24
Move: 3
Recover: 5
-target fallen friendly unit (assuming corpses or graves are in game): LOS to cast: Focus: unit returns to game with 30% penalties to all stats, returned unit can't be healed and leaves play if necro loses focus. No unit can be raised twice.
-Wicked unit

Magus (elf mage)
Health: 28
Move: 3
Range: 2
Recover: 3
-Focus: summons a wood golem in the space the magus is facing.

Wood Golem
Health: 60
Move: 3
Power: 20
Recover: 2
Att Pat: Knight's
Regenerate: 5 (heals 5 at the end of each turn)
-maybe can walk through shrubs (a la Aro's Ent)

Timekeeper
Health: 20
Recover: 9
Focus: speeds up your opponents turn clock by 55%

Apathy (or gravity) mage
Health: 24
Recover: 5
Focus: all units in play (enemy and friendly) lose teleportation, and have their movement and range cut in half rounded up.

Ranger
Health: 30
Power: 18
Armor: 8%
Block: 50%
Range: 5
Move: 5
Recover: 1
Att Pattern: Scout Los
Piercing attack: all targets in the line of sight take damage (divided evenly), however if one target blocks, all targets behind him do not take damage

Berserker (orc fighter)
Health: 40
Power: 28
Armor: 8%
Block: 70% frontal (no side block)
Range: 1
Move: 4
Att Pat: Knight
-Enhanced melee (decreases chance to block of target by 25% -80% becomes 60%-)

Bone Mage
Health: 18
Block: 33%
Move: 2
Recover: 3
Focus: all units in play take 5 damage at the end of each turn.

Priestess
Health: 28
Block: 20%
Move: 3
Recover: 3
Range: 4
Att Pat: Los
Target living unit: Focus: Curse: -50% (rounded down) Move, Block, Power and range (range rounds up instead), +100% recovery, can't be healed.
Target Grave: Summon Zombie (destroys grave, assuming corpses are grave support is in game)

Zombie:
Health: 50
Power: 22
Move: 2
Recover: 2
-cannot be healed

Ninja:
Health: 40
Power: 20
Armor: 8%
Block: 70% front
Move: 3
Range: 3
Recover: 1
Att Pattern: same as dragon
-charge attack: if the range to target is greater then one, the ninja charges at target and strikes the first unit in its path. After his attack the ninja remains in the square adjacent to his target, but the charge does not count towards his movement for his turn.

Poison mage
Health: 30
Power: 10
Block: 33%
Move: 3
Range: 4
Recover: 2
Attack Pat: Hits single target up to 4 squares away.
- unblockable
-poisons target: target takes 10 damage at the time of attack and 5 damage at the end of each turn, armor does not reduce poison damage. Healing cures poison (but the target regains no health), regeneration does not.

Body Thief
Health: 35
Recover: 1
Range: 3
Move: 2
Att Pat: attack's a single target up to 3 spaces away
- attack: exchanges control (and possible field position) of the body thief and the target (target must be a human unit, excluding contraptions)

Bone Golem
Health: 16
Power: 6
Range: 1
Move: 1
Recover: 2
Att Pat: Knight
-for every unit that dies, the bone golem gets +6 max health, +2 power, and +0.4 move (rounded up)

Fire Golem
Health: 60
Power: 14
Range: 1
Move: 5
Recover: 2
Att Pat: knight
- unblockable
-all melee attackers take 5 damage when they deal damage to fire golem
-when golem dies it does 14 damage to a 3x3 area centered on golem.

Teleport Ward
Health: 34
Range: 4
-100% blocking
-can teleport any mobile unit adjacent to it up to 4 squares away.

Leprechaun
Health: 15
Move: 3
Recover: 5
- +25% chance of getting the first turn
- 5% chance of recovery time being reduced by 1 any time a unit is used.
- Focus: all friendly units +10% (5% side) blocking, all enemy units -10% blocking.
- 30% chance of any attack missing the leprechaun, a missed attack still interupts his focus.
- when the leprechaun dies, its controller gets one additional turn, after his or her next turn.

Human Trapper:
Health: 30
Armor: 18%
Block: 33%
Move: 3
Range: 3
Recover: 2
- trap: the next unit to move over the trapped square is paralyzed until it is healed or damaged. (once the trap is triggered all further movement for this unit is canceled).
-max of 3 traps at any one time

Elf Trapper:
Health: 28
Block: 33%
Move: 3
Range: 2
Recover: 4
-trap: control of the unit that moves over the trapped square switches players for one command or until the unit is damaged, once the unit is commanded or damaged (not just hit, damage must occur) it returns to the owner's control. (the unit switches command at the time the trap is triggered, so any further movement is canceled).
-max one mines at a time.

Orc Trapper:
Health: 30
Power: 14
Armor: 18%
Move: 3
Range: 3
Recover: 3
-trap: when a unit moves over the trapped square, this trap damages a 3x3 area centered on the trap. All units in that area take 14 damage (before armor). This trap doesn't prevent a unit from moving to it's destination.
-max number of traps: 3

Idea for a day/night dynamic for TAO.
Every 12 rounds (one turn for each player) it switches from day to night or vice versa. Could be random which part of the day and which 'hour' each game began on.

Werewolf: (several changes from the earlier version)
Day: Human form:
Health: 35
Power: 12
Armor: 18%
Block: 40%
Recover: 2
Att Pat: Knight

Night (transformation is automatic): Werewolf form:
Health: 40
Power: 24
Armor: 30%
Block: 70%
Recover: 1
Att Pat: assassin
- regenerate: 5 (at the end of each of it's controller's turns,
the WW heals 5 damage)

Racial Generals: Fielding a Racial General allows you to field one additional unit of that race. Only one general may be fielded at a time.

Human General:
Health: 50
Power: 24
Armor: 30%
Block: 80%
Recover: 1
Move: 3
att pat: knight
- may field one additional human unit.

Elf General:
Health: 40
Power: 20
Armor: 8%
Block: 60%
Range: 6
Move: 4
Recover: 1
Att Pat: Scout
-piercing attacking: hits all targets in its Los, damage is divided evenly between all targets. If a unit blocks, no units behind it are damaged.
-you may field one extra elf unit.

Orc general:
Health: 40
Power: 28
Armor: 18%
Block: 70% (side 35%)
Range: 1
Move: 4
Recover: 1
Att Pat: Knight
-enhanced melee (25% reduction to chance to block orc general's attack 80% would become 60%)
-you may field an extra orc unit.

Orbs: contraptions that effect all units on the field, and also have additional effects based on a units alignment.

quick recap of alignments:
Natural unit: won't field with contraptions or golems
Wicked unit: won't field with pure units
Pure unit: won't field with wicked units

Nuturing Orb:
Health: 34
Blocking: 80% (all sides)
- all units +10 max health, all natural units +2 regeneration (natural units will field with this contraption)

Festering Orb:
Health: 34
Blocking: 60%
- all units -2 power, no penalty for wicked units.

Purifying Orb:
Health: 34
Blocking: 50%
- all units -1 recovery, no bonus for wicked units.

Wolf:
Health: 32
Power: 12
recovery: 1
movement: 6
- counts as half a unit

Troll:
Health: 50
Power: 18
Recover: 2
Movement: 2
- regeneration: 5 (heals 5 at the each of each of its controllers turns)
- continues to regenerate after death, and returns to play if he regenerates to full health (can't be healed while 'dead' but can still be damaged, if he's 'dead' when his controllers last mobile unit is killed, his controller still loses)

Minotaur
Health: 50
Power: 13
Armor: 18
Block: 50%
Attack Pattern: Knight
Move: 3 (4)
Recover: 2

Abilities:
Leap +1 recovery: the minotaur's normal movement is 3 but he can leap (teleport) as far as four spaces (and even over obscrutions, if a space can only be reached by teleport, even though it is less then 4 spaces away, that move still counts as a leap) at the cost of +1 to his recovery time.

Double Swing +1 recovery: the minotaur wields an axe in each hand, and can attack twice in a turn (against a single target or multiple targets) at the cost of +1 to his recovery. (idea comes from an thread about a double headed dragon, might have been aro23r's but i can't remember exactly)

(just move: 1 recovery, just leap/ move and attack/ just double: 2 recovery, leap and attack/ move and double: 3 recovery, leap and double: 4 recovery)

Medusa:
Health: 48
Move: 3
Range: 5
Recover: 2

Abilities:
Focus: Los Paralyze (same los rules as a scout) of a single unit. Any unit that crosses the Los also becomes paralyzed.

Faery:
Health: 18
Power: 12 (unblockable)
Block: 80% from all sides
Move: 5
recover: 2
attack pattern: knight

Abilities:
-teleportation
-teleports randomly (to any unused space on the board, also random facing) after any block
-unblockable damage heals the faery
-healing damages the faery