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Kamikazie-Bunny
10-13-2005, 01:03 PM
Before you even start slagin read it and think about it.

HP: +50%
Armor: +5%
Power: +5 Power for non ranged units and the cleric e.g. Beast Rider, Cleric, Knight
Range: +1 Range for ranged units only e.g. Scout, Pyromancer, Enchantress, Etc.
Block: No change
Movement: no change
Wait: -1 (minimum 1 for attack)

Note:
A promoted unit also gain an accuracy bonus (-10% Front, -5% Side, to targetted enemy blocking.)
Dragon Speaker Channels +1 in power.

Creating Your Hero
The Elite unit is created by attaching it to a unit in the formation setup, you drag an drop the Promotion Icon (A floating medal) over the unit you wish to promote. This unit then changes into it's hero version, to remove hero status drag the hero off the battl field, it will then seperate into its two seperate components (Medal and Unit).

It counts as one unit and can only be attached to a human unit. When it is attached to a unit that unit is promoted in rank. As follows
Knight -> Champion,
Pyromancer -> PyroKenetic,
Cleric -> Preist,
Scout -> Archer,
Assasin -> Spy,
Enchantress -> Bewilderer,
Beast Rider -> Ranger,
Dark Magic Witch -> Demon Channeler,
Dragonspeaker -> Dragon Lord.

The promoted unit gains the stats as listed above.

It probably seems alot but remember its two units as one, and when it dies it will definatly affect moral. The unit can be stoned, paralyzed and poisoned just like any other unit, (and remember by having a champion unit and stoning it you've reduced your man pool from 10 to 8 including your elite unit leaving only 7 additonal units).

If you feel the stats need to be tweaked or the elite unit is over/under-powered please feel free to suggest improvements start getting sarky and i'll read it and probably ignore you unless their is some constructive information in your post.

Cheers.

kegsworth
10-13-2005, 01:19 PM
I think its great and well-balanced...a few questions though...if the unit has no movement or blocking then how would it attache itself to another unit? Does it pick any unit in the game or does it have to move onto the space another unit holds...also do you attach it before the round on your settings? And if it does move what is its movement range and blocking? .....you've only posted the changes, not the original....other than that I would definitley use it...well done.

Kamikazie-Bunny
10-13-2005, 01:28 PM
There is no change to the units Blocking %, I was going to have an increase of 5 or 10% but then realised the knight might become to difficult to hit especially with the 10% bonus thats why i decided on the accuracy bonus instead.

Also there is no change to the units movement speed, otherwise most units would be able to attack an enemys back too easily, Imagine a knight with 27 attack power constantly hitting you in the back...

It is attached to a unit BEFORE the game begins and cannot be switched once you start, this means you need to pick your 'hero' before the game begins.

I hope that answers you questions and cheers for the compliments its the first proper ones i've had here.

P.s. thanks to Stinky Monkey on an idea on how to intergrate it into the game.

Note: Just realised I forgot to mention how its attached editing now...

Hellblazer
10-13-2005, 01:40 PM
What? So it's just an upgrade to any unit that gives all those stats to it? That's insanely overpowered. Yeah, let's give a knight 25 more health and a DT 34 more health. Including all the other advantages, this upgrade would make any unit too powerful.

Kamikazie-Bunny
10-13-2005, 02:20 PM
HUMAN UNITS ONLY... Not DT, oh and the beast rider too (theres a human on his back).

As for the Knight I know he becomes ALOT tougher but thats part of it. His stats are extremly tough anyway, I'm not going to make it unbiased towards knights its equal for all, unfortunatly.

The Exile
10-13-2005, 02:30 PM
You have no idea how much this would mess up game balance.

I'm going to pick one at random; the enchantress getting +1 range. This means a scout cannot shoot her without being frozen next turn. At the moment, the grey's only weapon against an enchantress is the scout; give her this ability and she becomes literally invincible.

Let me pick a second example: the cleric. It would have 17 power, which is a MASSIVE difference from 12. It would also have 36 HP, so you can't just snipe it with a scout twice and kill it regardless of healing. If you had a turtle formation and used the Priest (predictable name, predictably spelled wrongly) your units would be nigh invulnerable. The damage a dragon does to an armored scout would be entirely negated.

Example 3, the dragonspeaker. Put this and a pyro out, and they do 28 damage (enough to kill a witch in one shot, something they're designed SPECIFICALLY not to do) and the DSM even has 45 HP, so you can't kill it in 2 shots from a knight.

This idea has come up countless times before (hint: search button, levelling up) and each and every time the following answer has been given:

THIS IS NOT AN RPG.

Kamikazie-Bunny
10-13-2005, 02:47 PM
Cheers for the details you

I see your point about the Enchantress I never gave her that much consideration, fault on my part.

As for the Cleric I know the names predictable and that can be changed but if someone has two Clerics its even worse still, 24 health in two turns a total of 48 in health AND they're seperate units which means they can work seperate for critical and non critical damage amounts.

As for the DSM I've always been on and off about the Pyro boosting. But your the first person to give feedback on it, besides the healths seems fine, again it would be worse with two seperate ones.

I KNOW ITS NOT AN RPG I'd go for W3 if i wanted something like that. I'm not talking about training units up and saving their kill stats or whatever I'm talking about selecting one individual unit as your champion mainly for effect and individual preferance, everyone likes a hero/villian and this allows it. Plus it slightly better as you can choose your best unit.

The Exile
10-13-2005, 02:53 PM
I just have a problem with it because (with the exception of the ambusher) the game is absolutely perfectly balanced. Unit x does y amount of damage to unit z for a reason. Start messing around with that and you lose a lot of what the game is.

I might add that the DSM would have 45 HP, range 8, 28 power and 2 recovery wth this. That's pretty damned powerful.

legacy67
10-13-2005, 02:57 PM
For my comments on stat boosting take thre link below. Sorry I just didn't feedl lke posting these twice in one day.

http://www.tacticsarena.com/forum/showpost.php?p=557947&postcount=25

Walrus
10-13-2005, 03:00 PM
i agree with exile....though in a nice, kind, walruslike way <3

Kamikazie-Bunny
10-13-2005, 03:02 PM
I know, it's cool. I love the way the game is balanced at the moment but the thing is that balance is going to be upset soon any way and although I don't want an RPG hence i like this, but whenever I play I ALWAYS wish that a certain unit was... leading, if thats the right word? Quite alot of players build their teams to follow a certain path be it turtling, rushing or bombing, and they almost always use the same unit to initate the attack or fall back to enhancing that unit gives two purposes,
1-identifying the enemy champion,
2-gives you better visualisation (I don't know bout you lot but when i play i try to visualise whats happening) if all the units are the same theres no... I cant think of the word

OH GOD, i'm ranting...

Hellblazer
10-13-2005, 03:10 PM
As for the Knight I know he becomes ALOT tougher but thats part of it. His stats are extremly tough anyway, I'm not going to make it unbiased towards knights its equal for all, unfortunatly.
Then it's still a bad idea. Plus, as exile said, this is something you might see in an RPG.

Walrus
10-13-2005, 03:14 PM
no (http://www.trimpe.org/jr/pictures/walrus-says-no.jpg)