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DeviantIntent
08-25-2005, 04:40 PM
Ok, yet again my creativity in naming a unit just really really sucks... :( so just bear with me

Time mages are can control, alter, and even travel through time. Despite being weak and fragile they are extremely helpful by speeding up or slowing down time in his favour.

[HP]:29
[Armour]:0
[Blocking]:30%(side:15%)
[Movement]:2
[Power]:--
[Attack Pattern]: Like chanty's
[Recovery]:3(I wonder why he doesn't just speed up time :D )

When time mage(TM) attacks, he goes into focus and anywhere that is in his range is affected (chanty's range AND the square he's on).

-Any blockable projectile (Scout's and GA's attack) will be affected.

-When a blockable projectile(BP) enters TM's range, it will stop (not disappear) and some kind of a mark will be used to indicate where the BP is. Sort of like paralysis only on attacks rather than units.

-The BP will be "paralized" untill: 1. TM's focus is broken 2. Another BP enters TM's range so the the "new" projectile will be frozen and the "old" one will be released.

-Once a projectile is released it will continue along its original course of flight.

-You will only see where the projectile is frozen but not where it is going to strike so you will have to guess where where the attack is going to land.

-The time between a projectile being frozen and released can help you to move the unit you think is going to be striked by the attack or put an unit between the projectile and the target to block its LOS or barrier it.

To make things clear I'll make a diagram:

T=Time mage
S=Scout
K=Knight
C=Cleric
P=Projectile

O O O O O O O
O O O O O O O
O O O S O O O
O O O O O O S
O O O P O O O
O O K O T O O
O O O C O O O


In this diagram the scout in the center fired an arrow (most likely) at the cleric and TM froze the arrow. This gives you time to protect the cleric however if the other scout attacks and TM freezes its arrow, the first arrow will be released and continue its course to strike the cleric. So you would only have 1 turn to act. If you chose to move the cleric, you would add an extra 2 turn recovery to the cleric and if your cleric is still in recovery, you really can't move it at all. The better choice would be moving you knight between the arrow and the cleric thus blocking the arrow's path. In case of GA however, the only choice would be moving the target or putting up a barrier around the target.


If after 2 turns and no BPs have be fired at all (doesn't even have to be in range of the TM's attack), TM activates its secondary effect (it really is just to ensure that if there aren't any scouts or GAs on the field it won't be completely useless).

-The secondary attack will increase the movement recovery of all the unit with in its range and decrease their attack recovery.

-It will only be benificial if the units don't move and only attack.

-If the units move and attack then the effect does nothing(+1 and -1 makes 0).

-If the units just move then it will have a negitive effect.

legacy67
08-25-2005, 04:56 PM
This is a fairly useless unit. First of all, it is basically a living version of the "wall" that so many people suggested t counter the GA. This is purely a way to counter the GA and maybe the Scout, but it is fairly inneffective a least against the Scout.

First of all, we know where the effected area is. Someone who knows LOS could easily move a scout to a space where the path of the arrow is not obstructed.

I also see a second problem. Say you put of the area effect, my first move is to attack the focused TM, the projectile is of course stopped and held in midair. Now if the TM moved then the projectile would miss, but he can't due to recovery. My next move is the brilliant one. I would immediately fire a second projectile, either at the TM, or at whatever other target I wanted. This would release the first projectile, which would then hit the TM. That would cause the focus to be broken, hence releasing the second projectile to either kill the TM (since he has only 29 HP) or to hit the other target.

This unit is exceptionally flawed, without purpose, and as you can read above, not even able to suceed in its proposed goal.

Now moving on to the secondary ability.


If after 2 turns and no BPs have be fired at all (doesn't even have to be in range of the TM's attack), TM activates its secondary effect (it really is just to ensure that if there aren't any scouts or GAs on the field it won't be completely useless).

This highlights the fact that the unit is barely useful on face value. This secondary ability would only be useful in a defensive Turtle, and has little value other wise.

I'm sorry but I think this unit is poorly constructed, along with the fact that time effects have been proposed many times and would fit oddly into TAO.

Way to put a lot of effort into it but it just doesn;t work.