View Full Version : Tranquilizer Agent
Forest_Archer
10-14-2005, 03:39 PM
These hired agents specialize in shooting rabid animals with tranquilizer darts. They also use them in battles and enemies find themselves in dreamland within a few minutes of contact with the Tranquilizer Agents.
Health- 45
Blocking- 25%
Armor- 0
Movement Range- 3
Attack Range- 3
Attack- This blockable attack consists of the TA shooting a dart out of his gun and hitting a unit without dealing any damage. This attack does not involve any focus whatsoever.
Here's what it does:
The attacked unit falls asleep. It drops to the ground and gains a 1-turn recovery time. After that, the unit can walk away from the sleep, just like it would from poison.
Effects of sleep
As I just explained, the unit gains a 1-turn recovery time at impact. Then it falls asleep. As a matter of fact, it isn't sleep, it's a coma because of how effective these tranquilizing bebes can be, ya know? Okay, units in a coma can take damage, they can't block, and can move away from sleep after they recover.
Recovery Time- 3? 2?
EmelGreenLeafer
10-14-2005, 04:18 PM
These hired agents specialize in shooting rabid animals with tranquilizer darts. They also use them in battles and enemies find themselves in dreamland within a few minutes of contact with the Tranquilizer Agents.
Health- 45
Blocking- 25%
Armor- 0
Movement Range- 3
Attack Range- 3
Attack- This blockable attack consists of the TA shooting a dart out of his gun and hitting a unit without dealing any damage. This attack does not involve any focus whatsoever.
Here's what it does:
The attacked unit falls asleep. It drops to the ground and gains a 1-turn recovery time. After that, the unit can walk away from the sleep, just like it would from poison.
Effects of sleep
As I just explained, the unit gains a 1-turn recovery time at impact. Then it falls asleep. As a matter of fact, it isn't sleep, it's a coma because of how effective these tranquilizing bebes can be, ya know? Okay, units in a coma can take damage, they can't block, and can move away from sleep after they recover.
Recovery Time- 3? 2?
Make it 4. *Thinks* i wonder how fun it will be to have a human unit dressed in a black tuxedo in TAO *Thinks*.
Forest_Archer
10-14-2005, 04:21 PM
4? Nah, I think 3's good. Just because it doesn't have focus doesn't mean it's all that strong, ya know?
EmelGreenLeafer
10-14-2005, 04:23 PM
yeah but the cleric will be scruwed in a game with that unit, you know what i mean.?
Forest_Archer
10-14-2005, 04:26 PM
Um.. not really, you'd have to have perfect placement. Remember: 3M and 3R is not equal to the scout's 4M and 6R.
***Duo***
10-14-2005, 04:32 PM
That odd text color is very annoying to read.
Can you change it so I can give you my opinion on it? :rolleyes: :)
-Duo
Deck of Jesters
10-14-2005, 04:39 PM
It's an... interesting unit... I cannot say I'm particularly fond of it. The short range and (relatively) low HP makes this unit no more effective than the Frostie, if at all. I do not really see a genuine ability of this unit replacing anything in my formation, mostly due to the fact the attack is Blockable (I'd rather just take my chances with a Frostie).
Woodland
10-14-2005, 05:02 PM
Deck dont worry FA always has weird ideas like this, like that snapping turtle idea lol.
Deck of Jesters
10-14-2005, 09:02 PM
Don't be knocking weird. Weird is odd, and odd is unusual, and unusual is different, and different is good. Take it from a weird person, like me.
Forest_Archer
10-15-2005, 08:34 AM
Uses of this unit-
Example turn 1.) You see an approaching scout. He already has a 1-turn recovery. You shoot him with your TA. This will make him drowzy and give him a 2-turn recovery.
Example turn 2.) Put shrubs all around the scout. Therefore, now he can not move out of the sleepiness. If the scout isn't backed-up, he's toast because you can just keep on shrubbing all around him so no one can break free an oppurtunity of waking him up.
Then, with a Poison Wisp and a Frost Golem on defense, I think this unit would bring a lot of strategy into slowing rushes down and providing a stronger defense in turtles.
(This unit does not involve focus)
tarvos 6
10-15-2005, 09:01 AM
That odd text color is very annoying to read.
Can you change it so I can give you my opinion on it? :rolleyes: :)
-Duo
I second this, I love reading your units, but hate having to highlight to read something.
tarvos 6
Executioner
10-15-2005, 09:12 AM
shooting a dart out of his gun
Cant wait until my scouts get their sniper rifles and bazooka's.......
My knights are eager for their bullet proof armour and titanium chainsaw's too :rolleyes: :rolleyes: :rolleyes:
On a more seriuos note i agree with DoJ as it is more of an annoyance than an effectively useable unit.
Exe
Deck of Jesters
10-15-2005, 09:37 AM
Yes, but that takes awhile, and everyone knows you don't send Scouts out without a Muddie or second Scout backup. With the lack of damage in this unit, the Poison Wisp is a more effective unit at that tactic.
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