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Walrus
10-14-2005, 07:21 AM
Attention! This unit was already made on my "Mechanic and Engineer" thread. The reason i am reposting it is so it has its own thread.

"Mechanics were employed by companies to keep machines functioning properly. Soon it was realised that their skills could be used by armies to help keep the contraptions and wards used in battle in working order. Also, due to their intricate knowledge of machinery, the Mechanics are capable of dismantling enemy contraptions as well."

Mechanic
Life : 45
Armor : 20
Blocking : 40/20
Move : 4
Power : 30 Unblockable
Attack Range/Pattern : Knight
Recovery : 1

Specials : The Mechanic can only target contraptions.
If he attacks an enemy contraption, he attempts to dismantle it, dealing 30 damage. A side effect here is that his dismantling causes the targetted contraption to have +1 recovery (not permanently, just a one-off).

Passive: Enhancement; The Mechanic tweaks with friendly wards on the battlefield. As long as he is alive, if you control a Lightning Ward it recieves -1 recovery, and if you control a Barrier Ward it gains +1 range.

Executioner
10-14-2005, 07:34 AM
The time frame for this guy fits in much better than the other one but i think it is underpowered. It can only kill wards which means if they have no wards he's completely useless and chances are someone would be able to save a LW before it was killed, although something else could finish its job. The time frame thing makes more sense in this case as the framework must be constructed and then imbued with magic. This guy does the building bit. Overall, underpowered, you could try to give it another attack or ability so its useful if theres no wards.

Exe

Walrus
10-14-2005, 08:12 AM
mmm, people said it was underpowered on my last thread but i cant for the life of me figure out how to strengthen it without just boosting the stats.

LAZARUS
10-14-2005, 09:48 AM
If the friendly target contraptions' life is already full the Mechanic enhances its abilities.

LW does more damage.
BW range increases or recovery time decreases.

Just an idea to power up...

Walrus
10-14-2005, 10:05 AM
hmmmm......thats a pretty good idea, as much as i hate to admit it :p

Executioner
10-14-2005, 11:09 AM
That does fit and is scary, its also a good defending unit for improving wards. You'd probably have to give a larger turn wait but a set improvement structure for each ward eg

LW 3 turn wait per upgrade, doesnt lose upgrade when damaged but must be fully healed before next upgrade.

1st: Lw Range +1
2nd: Power +5
3rd: Armour +5%
Then just power, thats an example.

Walrus
10-14-2005, 11:27 AM
changed it to what i think is good.