View Full Version : Templar
DisturbedOne
12-20-2003, 01:47 AM
okay this is my first idea so please be critical...
Hit Points: 33
Movement: 3
Power: 13
Armor: 0
Special: A group of lightning bolts hits a single target. (this special has a set number of damage 10 per bolt) The user may select the number of bolts to strike(maximum of 3). The Templar then has to wait that many turns to recover.
Recovery: 2 turns if just moving, up to five turns if attacking and moving or one turn per bolt.
Spell range: Six in any cardinal direction.
Wrath of God
12-20-2003, 07:07 PM
its a good unit but to make it more balanced i would decrease the attack range to 4 or 5.
abyaly
12-20-2003, 07:41 PM
a unit is more likely to be implemented if no new control systems need to be added
Wrath of God
12-20-2003, 08:04 PM
well duh but the unit would definitely be cool. It just isn't likely to be created
DisturbedOne
12-21-2003, 03:41 AM
okay so maybe if I were to change it to like a percentage of a chance to cast the number of bolts then would it be any better? This solves the new mechanic problem...
Green_Night
12-21-2003, 08:17 AM
Or, the bolts could be blockable (how this is possible is beyond me... scout can block the wrath of nature with a stick and some string), and the unit just attacks three times (so that developers don't have to implement a new strike probability, but then they have to make a unit attack three times),
DisturbedOne
12-21-2003, 07:31 PM
Thats a good idea so the attack is blockable and his recovery goes down to say 3...That makes it a little bit better...
drakonfire
12-21-2003, 09:05 PM
so it randomly attacks from 1 to 3 units within range, dealing a maximum of 10 damage per bolt? okay i can get with that, but at least a 4 turn recovery rate (with movement) i'm thinking would be more balanced, and yeah, slightly less range
DisturbedOne
12-22-2003, 06:23 AM
okay oaky I'll put the sange at four (NSEW) is that better?!?!?!?
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