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Kyir
09-02-2005, 06:32 PM
Appearance: old man in black robes, team colors on cuffs and a large bloch on the back, carry's large staff

Life: 30
Armor: 0%
Blocking: 20% (10%)
Power: 0
Movement: 2
recovory: 4
abbilitites:
Time shift:
every other turn the player must skip part of their turn (movement or Attack)
(note: shift is always active)

Example:
Turn 1, player A: Skips attack and moves knight
Turn 1, Player B: Skips Movment and attacks knight
Turn 2, player A: takes full turn
Turn 2, player B: Takes full turn

ect.

Im not sure about every other turn, and if people think that its to little/to much I can change that

Cardplayer89
09-02-2005, 06:46 PM
Uhm... all this does is let a person move their unit (say a Knight) closer, so as they can attack from a better position... not to mention you just gave them a free recovery turn... look at it this way:

Player A uses the Shifter to stop Player B from killing his Cleric with a Knight. Player B moves something, ends his turn. Player A (best possible scenario) moves his now recovered cleric 3 spaces (still within range of Knight), or maybe behind a wall of units (where it would be killed by something else in exchange).

That is the best possible scenario I can find with this unit... no real use to it however, as a Frostie, Enchantress, or Wisp would do the same thing... or a Furgon... nice try, but I don't see any units I would trade with this one.

Kyir
09-02-2005, 06:53 PM
its a regular turn cycle, its not extra turns, the shift is always on

Cardplayer89
09-02-2005, 07:02 PM
But still, this doesn't really do anything but allow units to recover with a lesser chance of being killed during recovery... but since it does the same thing for both me and my opponent, the effect is rather useless (not to mention if there are 2 on the field, it is quite possible for you to quadruple the game length, as you can only move, then next turn attack, then wait, then move, then attack, then wait, etc...)

deleryn
09-02-2005, 07:22 PM
Why not make it a focus effect that you could turn off? I think being able to turn it off and on would make this unit at least a little bit more beneficial to the player commanding it. It just seems like so little that you could otherwise get a whole nuther unit instead of.

It would make wisps, chanties, frosties, and ranged units more powerful, kinda... Without totally tearing down turtles which is interesting.

Kyir
09-02-2005, 07:46 PM
But if it was controllable it COULD be abused ignifcantly, and then It could be knocked out by a ambusher, I'll consider focus, but im not sure about it

legacy67
09-02-2005, 10:04 PM
I'm not sure I ge the purpose of this unit. It basically changes the way the game is played in its entirety.

The one thing I can see is that most players would choose not to use this unit, but those that do could become skilled at using the time shift to their advantage.

It is basically a whole new way of playing TAO. Even if I became good at utilizing this shifting time scale thing, I'm not sure if I woulld want to sacrafice any of my other units to use this. In the end, you have sacraficed firepower to for something that would not give much of an edge.

I think that this is like the Pyramid, it would be cool if this effect could be chosen pregame. You would chose to play a standard or a time-shift game, but as a unit, I'm not sure I see the value.

You have lots of these cool game modifiers Kyir. I would love it if some of these were adopted so their could be more variety in styles of game.

Kyir
09-02-2005, 10:09 PM
meh, I had some pretty crappy ones when I started