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Cardplayer89
08-31-2005, 08:22 PM
From the shadows of the Underground, these warriors come forth only in self interest. They train in the art of physical combat, desiring the blood of spell casters above all else. Training in the most arcane of arts has allowed them to use the previously rumored (insert really sweet weapon name here). The engravings in this weapon give them an unworldy power, but it comes at a cost. The damage inflicted upon his foes is returned equally upon himself by the unnatural forces imbued within. Years of extreme physical training has left them muscularly enormous, but agility is low, and the body armor they wear limits recovery. Arguments between fighters over spliting bounties means these are not social warriors in any way, and sighting another Bounty Hunter being hired by the same army is unacceptable to all.

Bounty Hunter (Human)
HP: 65
Armor: 40
Blocking: 50% front, 25% sides
Movement: 3 spaces
Recovery: 2 turns
Power: 30
Attack Pattern: 1 on each side (Knight)
Attack Effects: His extensive training has allowed him to deal the minimum amount of damage to kill: if the blow won't kill, it will do maximum damage. Unfortunately, this form of self control comes at a cost. The amount of damage inflicted upon his foe is returned to himself, with no opportunity of blocking.

EX:
The Hunter attacks a DMW. 25 damage is inflicted upon the DMW, and then 25*0.6 (40 armor reduces damage), or 16, damage is inflicted upon the Hunter. However, if the DMW only had 20 HP, 20 damage is inflicted upon the DMW, and 20*0.6, or 12, damage is inflicted upon the Hunter.

Tactical Uses:
Can be used to kill unarmored units quickly, but that will quickly bring around his own demise. A more useful approach would be to use him to polish off units that are almost dead, and he would only do maybe 50%-80% of his maximum possible damage. EX: Use a Hunter to kill a Scout with only 15-24 HP. This would maximize his lifespan and not waste a units entire recovery time (DMW has a... 3? turn recovery, when you only needed half of her damage).

Kyir
08-31-2005, 08:26 PM
wait, so if it attacks a dragon, it does 60 to kill, thne takes 60? 5 life left and you finished off a unit worth 2 spots

Cardplayer89
09-01-2005, 05:33 AM
No, he only does damage up to his maximum damage. The most damage he can do is 25, and inflicts 20 (80% of 25) back upon himself. I think I need to either modify his blocking, power, or recovery... he seems a bit underpowered to me, but I'll wait till Legacy and Sodamoeba put in their 4 cents.

legacy67
09-01-2005, 12:19 PM
I would really always rather have a knight than this character.

A knight only has 15 less hp, and since it can actually block and doesn't hurt itself when attacking, that actually makes the knight much harder to kill.

The knight has 5 more armor, 70% better blocking, a faster recovery, and only 3 less power.

My question is, what role does thi fulfill that the knight doesn't already do, and way better?

My general rule for creating units is this:

Would I be willing to sacrafice any of the units in my current formation to use this unit?

In this case, the answer is no.

Kyir
09-01-2005, 02:32 PM
Idont get this.... why does it matter if it always does jus tenough to kill... does it ignor armor?

Cardplayer89
09-01-2005, 03:37 PM
Hm... maybe instead of more HP (65 is already high enough) I should tweak the armor and blocking... I'll think about it a bit, tweak it, and see what y'all think of it.

EDIT: Ok, I tweaked his armor from 20-40, raised his blocking from 10%-50%, and increased his movement to 4 instead of it's original 3.

legacy67
09-01-2005, 04:37 PM
It still doesn't add anything to the game. You still only have a melee unit that fits the same effective role as the knight. You really just have a behemouth that at 30 damage can kill the DMW,DSM, Pyro, Cleric in one hit.

It can kill the furgon, beast rider, wisp, scout, GA, Muddy, Frosty, assasin and chanty in 2 hits.

I dont care that it hurts itself, heal the thing. Stone the thing. You can definately stop it from dieing.

In any event, it is too powerful, too fast, and too well defended to be on the board. Send this sucker in on a rush and you could kill 2 units in the first few turns, one of them being the cleric.

When it was weaker, it just didn't serve any purpose. Now that it is stronger, you have replaced the knight with a unit that is much too strong.

When creating a unit, you should think, "what is a role that is currently not being filled?" not "How can I fulfill this role that is already filled with a new unit?"

I say leave this unit alone and move on to bigger and better things.

Cardplayer89
09-01-2005, 04:45 PM
lol, oh well, maybe something else... hm... so damn hard to write for turtles...