View Full Version : Captian
Kishin
08-29-2005, 07:44 PM
Hero (Mounted Unit)
{Leader Unit}
Health: 60
Attack: 24
Armor: 18
Blocking: 50%(25% from sides)
Movement: 4 (Cannot step aside for friendly units.)
Recovery: 3(3 if attacking/1 if moving)
Attack Range: 1 space
{Is counted as two units all together.}
{Allowed one on the field}
Special Abilites:
Make a Stand!: Hold down on the captian until his attack pattern changes to all of your own units, let go and he gives your infrantry units confidence to overcome your foes.
Gives Knights and scouts +4 attack and +10 defense (and possibale future calvery units), can only be used once. (Has a constant effect until defeat of the captian. The bonus is not effected by paralize or posion.)
If your Captian is Killed in Battle, Your Knights/scouts bonus is taken away and units will suffer from a -2 attack and a -5 defense.
Strategic Advantages: Allows user to play an extra knight along with your ten units. (meaning you have nine units on the field, along side the Hero.)
Pride: A captain is a vertran warrior and will not fight along side beasts OR golems, meaning no dragon tyrants, posion whisps, beast riders, or furgons can be on teh field with a captian.
ADVANTAGES OF A CAPTIAN
A captian is a versital unit in combat AND defense. He gives the user an option to play an extra knight. With his special abilites he can make a human team exteremly powerful to contest with the beasts and golems.
DISADVANTAGES
If a captian is killed in combat his morale bonus is taken away and subtracted by half grom the desginated units stats. Plus your team MUST consist of all humans.
Sodamoeba
08-29-2005, 08:04 PM
seems a little overpowered for a cavalry unit...where is he getting all this armor? You would think it would make him go a little slower than 5 spaces a turn...
Kishin
08-29-2005, 08:19 PM
His strengths are equal to all of his weaknesses. Perhaps the armor is a little high though, maybe 20 would be a better number. But yes he has five movement, but that's only good if he is in the open I suppose. A mudgolem has five movement and can teleport. He has to move around other units, even his own.
Sodamoeba
08-29-2005, 08:20 PM
Why would a captain have to move around his own units? :confused:
legacy67
08-29-2005, 08:28 PM
This unit is wayyyy to strong except for one thing, the fact that you cant use beasts. Include golems (ie: only humans can be with the Captian) and you may have yourself a balanced unit. I need to think some more, but a pumped up human only army versus the standard gold forms could be intersting.
Im going to hold off judgement for a bit to think, but a limitation of only human units may balance this out and make it a good unit.
Human only gold forms... that would be a whole new era.
Kishin
08-29-2005, 08:28 PM
Well for a few reasons, the unit itself is going to be big. To big for two units to ocupy a single space even if he is going to be passing through. Also A horse has no control, it would trample a unit if it got in the way. It makes sense to me to have him go around units. That is why I gave him a five movement. But I do agree on the armor, which is why I'm dropping it to twenty.
hrm... no golems as well. *thinks* Well... It's an idea. I didn't think about not adding golems. *nods* Alright, no golems or beasts.
Edit, But if no golems are coming into play as well I tacked his armor ratio back up to 24, and lowered his attack to 24, just enough to kill a priest in one hit.
Edit, Also he got a name change. I find it more suiting to the whole fantasty setting of the game.
Kishin
09-04-2005, 08:33 PM
I've done some thought and made some changes to the statistics of the Hero. His wait time has increased if he has attacked, but moving wait time has remained the same. His armor has been lowered, and his health has been raised to 50.
Cardplayer89
09-04-2005, 08:40 PM
I dunno... I really don't like the Strategic Advantage (gives you an extra unit?) Even though you can only use Humans, it still seems a bit powerful...
I say 70% blocking is a bit high for a horseman, even if he does count as 2 units. If it were me, I'd lower the blocking and add to HP (maybe 50% blocking, 60 HP). Also, the movement should be the standard movement restrictions (3 for move&attack, 2 for attack, 1 for move). Other than that, I like him.
Sodamoeba
09-04-2005, 08:42 PM
the make a stand part would give a scout 26 power, more than enough to waste a cleric or DMW, and knights would be able to 1 hit all of the mages. Maybe it works i dunno, but flanking with a scout who has 26 power seems a bit insanely powerful...ask legacy, he will say for sure :dry:
Cardplayer89
09-04-2005, 08:43 PM
O.o 26 power? Yeah... I'm with Soda, lol, I forgot to do my math... maybe 22... 4 extra power...
legacy67
09-04-2005, 08:51 PM
One hit kills all over would be too strong. What I like is the idea of an all Human formation vs. one using beasts and golems (ie standard Gold forms). The scout to 22 may be good, but I am trying to think about how that would play. If you make a scout even 20, you have 3 hit kills on the muddy and frosty, and I'm not sure if I like the idea of being able to lay waste to a frosty at long range.
I'm still thinking, but I am realy intreagued by the idea of useful all human gold forms.
Kishin
09-04-2005, 08:52 PM
Well your only allowed to play three knights? Or are this servers rules differant from Legends?
I play on great lakes as a grey, but my account on legends is a double gold.
Anyway your not allowed to have one extra unit, but merely play another knight instead of three. Your still limited to 10 units per field.
I made the changes to the attack bonus, and to the health and blocking.
Cardplayer89
09-04-2005, 08:56 PM
Oh... you can only have 3 Knights? I don't know if they drop or not... I've only seen 2 drops (one was a Witch, I won, the 2nd was a Cleric, and I was just clicking the exit button...)
Kishin
09-04-2005, 09:09 PM
No they don't, it would have to be an upgrade given to the gold accounts only.
Sodamoeba
09-04-2005, 09:42 PM
I agree with legacy that all human gold units would be cool, but you really do need balanced human units...i just dont think a +8 attack bonus and +10 armor bonus is balanced...and legacy I have a question, what do you look for in a melee unit that would separate it from a knight? Because I have a unit idea that seems well balanced to me, but I dont want to post another "modified knight"
EDIT:ahh he changed it to +4...maybe that makes it more balanced...
DOUBLE EDIT:legacy has been replying to this thread for 8 minutes...Im worried :dry:
Kishin
09-04-2005, 09:50 PM
I havn't heard to much this unit giving knights thier own special ability just yet? It's still an optinal idea, but what do you think about it so far?
legacy67
09-04-2005, 09:51 PM
First off, the method of attack must be unique.
Secondly, any special abilities must be both unique, and ones that drastically effect the strategy of the unit. A knight that can heal itself doesn't have any definitive chnage in the overall strategy of the unit.
The knight is designed to be the simplest and most versatile of the units. It is useful as both an offensie and defensive unit. It is important to think of the offensive and defensive merits of each new creation, one should even consider the possibility tha it will be useless on one side of the field.
We see a lot of units with the same attack pattern as the knight, hitting the adjacent square. Most of these units have nothing that separates them as roleplayers from any melee unit currently in the game. New attack patterns, new effects, new uses and roles are what I am looking for. I don't care to read about units that do a certain job better that the current stock, I want ot see units that do an entorely different thing.
I am currently working on a new melee unit that, at this point, I feel has the potential to do that. Hopefully I will post it sometime this week. If I decide that it doesn't add anything to the game, then it will probably be killed. This will either be a great triumph, or monumentally flamed.
I'm looking forward to building it either way. :bigsmile:
Sodamoeba
09-04-2005, 09:55 PM
thank you...that helps big time, and, for the record, im scrapping the unit in the works (weapon master, can attack like a knight, assassin, or use throwing blades, and gives a small boost to melee units) because it doesnt sound like there is enough unique about it (fyi, to keep it from being overpowered, assassin attack and knight attack were weakened power wise) oh well. :)
Cross Punisher
09-04-2005, 11:16 PM
Kishin, your very creative in your special abilities, and you put a lot of detail into your units, but stay away from modifying knights with special abilities and altered stats. Knights can only be defeated one on one by an enchantress or frost golem. Would we really need another unit similar to that? My advice for creating a good unit would be to just stay away from just doing damage and work on a new effect (e.g., barriers, paralyzation, poison, stone armor, shrubs). Instead of building a unit and trying to balance out the HP with the recovery or the movement with the power, think of something strategic and then balance it all out together.
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