View Full Version : Erosion Knight
The Assassin
05-05-2005, 05:18 PM
Erosion Knight
A heavily armored unit weilding a single longsword.
HP:40
Power:20
Blocking:50
Armor:50
Movement:3
Recovery:2
Special:
Armored Health- An Erosion Knight loses armor instead of health while fighting because his armor covers his entire body. The armor still counts to reduce damage so the normal amount of damage that would be done is done to the armor instead of the Erosion Knight's health. When the armor is damaged the armor drops and as it drops less and less damage is blocked so more is done to the armor. When it reaches zero the armor on the knight crumbles and falls away. This leaves the Erosion Knight with 4 movement and 1 recovery. He is wearing cloth clothing and weilding his sword with two hands. After he loses his armor he takes full damage from all attacks that is dealt to his health.
This unit cannot be stoned.
After losing his armor the Erosion Knight gains a special attack activated the same way as mud quake. After activation choose one adjacent target with an empty space on the other side of them. The Erosion Knight rolls through the enemies space and strikes at his opponents legs, after the attack he ends on the space opposite where he started:
XXSXX S-Erosion Knight start position
XXEXX E-Enemy unit
XXFXX F-End space for Erosion Knight
The attack reduces the targets movement by one and increases the recovery by one. There is a drawback to using this ability however, the target gets an immediate attack on the Erosion Knight at 40% blocking. The Erosion Knight also recieves a permanent turn added to his recovery. Any time he makes this attack his recovery increases permanently.
Mithrandir
05-05-2005, 05:19 PM
I think this is an interesting unit, not as good as your Gravity Ward but I like it, very nice job.
One thing though, you ought to run spell-check before posting a new unit. I think it's spelled "erosion."
The Assassin
05-05-2005, 05:24 PM
I wish you had pointed that out before I posted the unit.
Mithrandir
05-05-2005, 05:25 PM
Yeah, sorry about that. I was too preoccupied to look closely at the name.
Walrus
05-05-2005, 05:37 PM
what happens when he is stoned
The Assassin
05-05-2005, 05:41 PM
Sorry about that, I guess I should say that he cannot be stoned.
stupid joey
05-05-2005, 05:54 PM
Interesting. I agree with Mith, the gravity ward was better but this is cool.
Cross Punisher
05-05-2005, 06:12 PM
Why compare it to another of his units and say, "It's not as good as that one unit, but it's still good."
killer50078
05-05-2005, 06:46 PM
i think its just a knight with alot of hp
Hellblazer
05-05-2005, 07:28 PM
It's not a knight.
I like this unit because it's original in some senses and it's nice and sturdy. It would put forth a great challenge for the opponent. Nice work.
Mithrandir
05-05-2005, 08:05 PM
CP, I said that to put things on context. It happens to me all the time, I see it happen to other people all the time, I don't mind it, I don't see what the objection is.
The Assassin
05-06-2005, 04:18 PM
Thanks for the info everyone. Does anyone have any ideas as to what should be changed? I need to know before I ask my unit to be looked at by the commitee.
Mithrandir
05-06-2005, 04:22 PM
It needs a little more oomph to get a yes vote from me I think. I'm not quite sure what but 18 attack power and a unit that continues to degrade wouldn't be the most practical unit.
The Assassin
05-06-2005, 04:33 PM
I was thinking that this would be the perfect unit to help support the knights hold back a rush. This unit can last longer than a knight but at the price of a lower attack and recovery time. It just seems to me the perfect unit to repel some rushes because the rusher would be forced to fight this unit to keep it from killing them. Well, I think that this unit would be practical but, like I said, if anyone has any suggestions about what would need to be changed please let me know.
Mithrandir
05-06-2005, 04:36 PM
Due to the much higher attack power, blocking and lower recovery, I'd just as soon use a knight. Wouldn't that be better at stopping rushers? This unit can take more damage all in all though in the long run it would have trouble. That sounds like an offensive unit to me.
stupid joey
05-06-2005, 04:39 PM
The problem with units is how people view them. From one point of view it may be a great unit. From another its horrible. It all depends on how they see it and how they play TAO.
Mithrandir
05-06-2005, 04:40 PM
That is the essence of subjectivity.
The Assassin
05-06-2005, 04:50 PM
This unit has longer recovery and the same movement only until it loses it's armor. Until that point it is a distraction for the offensive units. Afterward it is a light attack unit that can be used for precision strikes.
stupid joey
05-06-2005, 04:51 PM
It is subjectivity that makes people make perfectly good units then change them for no reason other then the fact that some one else said that it would be better this way. While it might make it better to some, to others its makes it worse. Its like this " beauty is in the eye of the beholder." I think that if you like it and think its ready why not put it before the committee. The worst they can do is say no. But that again is subjectivity.
Mithrandir
05-06-2005, 04:53 PM
I think he's just trying to make his unit as good as it can be.
stupid joey
05-06-2005, 04:55 PM
I know. I wasnt putting him down for it. It may have sounded like it but I wasnt. After all he is a judge and I'm not. My point was this. If YOU think it needs tweaking tweak it. It doesnt matter if some one else told you to tweak it, if you dont think it needs it dont do it. Because in the end this is a game.
The Assassin
05-06-2005, 04:56 PM
I don't plan on changing my unit based on one persons opinion. What I am looking for is another direction to look and see what the general opinion is. Generally you get a better opinion of everyones opinion when you listen and adapt to what people think. True some people won't like it but my goal is to get the most people to have a positive opinion on my unit.
Mithrandir
05-06-2005, 04:56 PM
Stupid Joey: Okay, fair enough. I misunderstood what you meant.
stupid joey
05-06-2005, 04:58 PM
Yeah I know what you mean Assasin. I did the same to my units. I dont know why I went off on that tangent. Sorry.
Mithrandir
05-06-2005, 04:59 PM
I've found that asking for help is one of the smartest things a CAU designer can do. Even if you come up with a great concept, sometimes you need that objective perspective to make that important tweak.
stupid joey
05-06-2005, 05:02 PM
Agreed!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
The Assassin
05-06-2005, 05:03 PM
So, does anyone have any tweak advice then? Through this whole post the only advice I have had on tweaking my unit was in spelling.
Mithrandir
05-06-2005, 05:04 PM
You need to give something to the attack, it's just too weak offensively to be useful in a gold game.
The Assassin
05-06-2005, 05:09 PM
What do you think of 20? If you and a few others agree about this then I will make the change. I would have started with 20 but I thought it would be considered overpowered due to the armor thing.
Mithrandir
05-06-2005, 05:17 PM
It needs something more unique. Change the attack pattern to something interesting or something.
Serge
05-06-2005, 05:41 PM
If this is hit by a knight on the first turn of the game, it loses 11 HP and 11 Armor, correct?
Red Knight
05-06-2005, 06:00 PM
No Serge, the Erosion Knight does not lose any Hp until it's armor is gone. So in your case it would lose 11 armor and nothing else.
The Assassin
05-08-2005, 06:29 PM
Red Knight is right about the knights attack.
Sorry everyone about bringing this back from off the first page but I wasn't on recently and wanted to respond to the posts and tweak the unit a little. Take a look at the first post and tell me what you think of the unit now everyone.
slimedude99
06-24-2005, 09:37 PM
Pretty cool. I think it would be a nice rush unit.
vBulletin® v3.8.4, Copyright ©2000-2009, Jelsoft Enterprises Ltd.