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Walrus
10-14-2005, 07:15 AM
Attention: This unit was already made on my "Engineer and Mechanic" thread. The reason i am reposting it is so that it will have a thread of its own, and not a shared one.

"Some humans are tinkers by nature. They love to create little contraptions and see their work in action. Usually, such Engineers would stay at home, making little clockwork toys and the likes. However, one day an experimental general witnessed their work, and thought that their skills could be very handy on the battlefield, where they create fighting contraptions to battle against the enemy.

Engineer

Life : 40
Armor : 0
Blocking : 30/15
Power : --
Attack Pattern/Range: Knight
Move : 3
Recovery : 2

Special : The Engineer attacks empty squares or blueprints.
If attacking an empty square, he places a blueprint for a unit. If this is attacked or walked over, it disappears.
If the Engineer "attacks" a blueprint, he builds a Clockwork Bomb on that tile. Hence overall 2 attacks are required to make a new unit from scratch.
If a unit moves over a blueprint, the blueprint is removed. Also, if the blueprint is targetted by an area-of-effect attack, it is also removed.

When a unit is finished, it acts just like a normal unit, with the exception that it is labelled a contraption, and therefore doesnt need to be destroyed as a victory condition. Besides this, it behaves normally.

The unit made by the engineer is called a Clockwork Bomb. Its stats are as follows :

Clockwork Bomb (Contraption)
Life : 30
Armor : 0
Power : 18
Blocking : 0
Movement : 6
Recovery :1
Attack Patten : Assassin

The clockwork bomb explodes, dealing damage to all surrounding units, but killing itself. It can be controlled like a normal unit.
Note that the clockwork bomb is a contraption, so doesnt need to be destroyed to win.
The clockwork bomb will lose 5 life per turn passively every turn.
Upon being destroyed, the bomb will detonate.

Executioner
10-14-2005, 07:26 AM
I like the idea walrus but the timescale doesnt fit in with tao in my opinion. I mean that this guy is too futuristic for tao. Not sure that is a problem but all the units so far have been medievel.

Exe

Walrus
10-14-2005, 08:11 AM
dunno, in medieval times they had cannons and catapults. clockwork isnt that much more advanced is it?

Executioner
10-14-2005, 11:12 AM
canons work on igniting gun poweder behind a heavy ball, clockwork stuff needs complex cogs, ball bearings or a self sufficient "battery". Clockwork stuff stores energy using fly wheels (i think), so ya, waaaaay too advanced.

Walrus
10-14-2005, 11:24 AM
warcraft 3 gets away with it

Executioner
10-14-2005, 12:23 PM
TAO is not warcraft ;P

Kyir
10-14-2005, 02:18 PM
canons work on igniting gun poweder behind a heavy ball, clockwork stuff needs complex cogs, ball bearings or a self sufficient "battery". Clockwork stuff stores energy using fly wheels (i think), so ya, waaaaay too advanced.

Magic makes it work, DONT QUESTION IT!!!

Deck of Jesters
10-14-2005, 02:22 PM
I personally would rather not use this... I mean, a DSM does more damage, is ranged, and requires fewer turns to attack (3 turns to build, 1 to attack for the Engineer, compared to 3 turns for both move and attack for a DSM). 20 damage is not worth this 4 turn build time, combined with relatively low power, to me.

HierophantNexus
03-30-2007, 09:47 AM
As the rules are now summons get 0 hp and 0 blocking and they fall in 1 hit. If these clock work bombs where given 0 hp and 0 blocking as well as given an all around range of 2 tiles 18 damage 1 tile out and 1 damage 2 tiles out you could create chain reactions with them. That would make a 7 turn wait time more worth it although I think 5 turns would be best.

Red Mage
03-30-2007, 12:13 PM
Hiero, are obsessed with Walrus by nercroing his units, or is it you just like to piss me off?

HierophantNexus
03-30-2007, 01:12 PM
I just wish he'd fix this one it's in the summoning thread and scb dosn't like it becuase it's stats are fualty.

Walrus
03-30-2007, 01:41 PM
i have tweaked the stats on the engineer already, im still deciding whether to buff it further, ive read the comments on the summoning thread though

COD
03-30-2007, 01:48 PM
WowW

scb
03-30-2007, 02:49 PM
It's powerful enough now that there's a point to using it in a stalemate, but I think it's still too weak to be used at all if the opponent is going to break the stalemate. So unless you get a rather long stalemate (ten turns at least), this is going to be a wasted unit slot. I suggest reducing its wait to 1. That will allow it to build up damage faster than a pyromancer when most of your turns are wasted (i.e. in the endgame or a stalemate).

Walrus
03-30-2007, 06:24 PM
1 is too little, that im not changing my mind on.
i think 2 recovery seems ok though, this would mean that it would effectively have 3 turns (since the 2nd turn (building the bomb) the engineer would already be next to it and not need to move) to build a bomb from scratch, which seems ok.

scb
03-30-2007, 09:39 PM
The engineer would be able to build in 3 turns (2 of them attack turns) if it started next to the bomb. I think this is fine since those two turns aren't much more beneficial than a pyromancer's one, and you can really only create a bomb once every four turns (the same as a pyromancer, except you miss one more attack out of those turns).