View Full Version : just some units i was thinking of
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12-16-2003, 11:29 PM
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burning rune
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attack: 20
attackrange:
AAAbrAAA
movement range: N/A
hit points: 50
armor: 15
blocking: 100% all sides
recovery: 5 turns
strategy: the blocks marked A are are ignighted with fire for 5 turns when activated. anything that passes through it will lose 20HP ignoring armor and if there is a a unit that is already in it it will lose 20HP and if a unit is in the fire for 1 of its turns at the end of your opponents turn it will lose another 20HP
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zombi
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attack: 15
attack range: all adjesant tiles
movement range: 3
hit points: 30
armor: 5
blocking: 100% all sides (the idea is that you need spells to kill it)
recovery:2
hope you liked them and please comment on them i will add more units later
Jazierel
12-17-2003, 08:34 AM
Just some suggestions...
The burning ward is a cool idea, but its way too powerful at present. Basically since the effect lasts the same time as the recovery you have a unit that always blocks/damages 9 spaces. Making it a focus attack would help, but it would probably still be too powerful.
The zombie is a good idea, more orginial than others that have appeared from time to time... but you don't have any recovery time listed for it. Without a pretty long recovery time I think the unit might be overpowered (possibly 3+ recovery.?.).
Anyways, just my thoughts...
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12-17-2003, 01:00 PM
yoir right i just went to my settings on tao and if it was in the middle on the first row it would only leave two blocks left i am going to change it now and for the burning rune its 5 turns after the effect and the no recoveery time is a mistake by me srry
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BUT THE LIVING DEAD NEVER HAVE TO REST!!!!!!!! MUAHAHAHAHA!!!!!!!!!!!!!!!!!!!!!!!
** Anarki **
12-17-2003, 01:51 PM
I think the burning rune is very powerfull, but it is an original idea, i like it....
But i don't understand the zombi much...
Ri'Orius
12-17-2003, 02:55 PM
Burning Rune: One problem that might come up is unit pathing. They'd have to program units to try to avoid burning spaces. Depending on how flexible the code is, this may be a problem...
Zombie: I'd suggest you ditch the armor. That way, it can die to two attacks from any unblockable source, and it dies to one Lightning Ward hit. Otherwise, it would require three Pyro blasts, which might be a bit excessive. Also, if you kill all your opponent's spellcasters, this unit would guarantee you an instant-win, or at least a draw. Thus, it would need some way around that--perhaps, if your opponent has no more spellcasters in play, it loses 5 HP per turn? So it'll still be able to get a few hits in, but it won't win the game for you?
thompizzle87
12-17-2003, 03:36 PM
If you are smart enough to kill all their spell casters and keep it alive, then kudos to you. You shouldn't suffer just because some people are bad players.
ArcPaladinZero
12-17-2003, 08:41 PM
The Zombi or zombie... whatever it may be is a good idea... but the HP needs to be lowered or the armor gone... balance is the most important thing to this game.
Ravus Rhin
12-18-2003, 08:08 AM
it would be cool if he zombie could also take damage from the cleric healing it. but i have no clue how u would be able to code that in
Snork
12-18-2003, 02:08 PM
Originally posted by Ravus Rhin
it would be cool if he zombie could also take damage from the cleric healing it. but i have no clue how u would be able to code that in
That's a great idea.
Lordofzrings
12-18-2003, 03:11 PM
The rune would be better when we start to see more non gold members witth stronger units, its a good idea though i like it, as for the zombies its alright 1 to 10 id give it a 6, the 100 percent bloking kills the idea, although i do nderstand by what u mean when u say only magic kills it
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