xerent
10-17-2005, 11:11 PM
I'm going to go a different route on this one, and instead of giving you the unit, I'll give you the thought process behind it, so you can see how I go about creating one of these bad boys.
While I'm creating these, you may disagree with some of my views. This is fine, but I ask that you hold onto a suspension of belief until you finish reading.
While creating a unit, the only thing that matters at this time is the concept. For my necromancer, the concept is, a spellcaster who can bring back friendly or emeny units, and have them be friendly to the necromancer.
That being said, I need to lay a foundation for balance. Here is what I have come up with as a base 'equation' for balance.
- Pre-existing units generally have 3 negative actions applied to them before they perish.
- Pre-existing units generally can perform 2 actions before perishing, if the opponent is concentrating solely on that unit.
This encompasses what I like to call:
- Unit Longevity
- Unit Potency
Of course, the strategy of the game is to increase the longevity on your most potent units, while preventing your opponent from doing the same.
With that being said, the all-encompassing necromancer needs to be balanced with the previous statement. However, the necromancer does not fall within the normal bounds of the Power Damaging HP units that already exist, so we must apply this balance in a roundabout way, using instead the unit that was raised from the dead.
It is here that we must be careful, for bringing a unit back to life would increase it's longevity by double while potency remains the same. This would be cause for a unit which is double as effective, which is fine, but we also have to factor in the Necromancer unit slot as well. Therefore, this unit would be equal to 3 unit slots, but would only take up 2 (The necromancer, and the necromanced units.). Also, we have to consider units which count as more than one unit, like the Dragon. To make it interesting, and also somewhat logical, we will have the necromancers ability apply only to human units.
One way of solving this discrepancy is by having the necromanced unit replace the necromancer, which decreases the necromancers longevity, or rather transfers it to the necromanced unit. The necromancer might have been near-death as well, and it is somewhat abusive to allow a full-health unit to replace a near-death one. So we will throw in another stipulation tha necromanced units die once they perform an action other than moving.
In order to maintain longevity, we will also make Necromanced units invulnerable, as well as not counting for end of game units, to avoid abuse.
However, the necromancer cannot just raise one unit to have it perform one attack and die, that only accounts for 1/2 unit potency. We will also add a base attack to the unit. Something appropriate for the necromancer.
Because the necromancer raises a 1-hit until death unit (once it attacks, it dies), the necromancer should have longevity equal to that of 2 negative actions.
With all that said, here is the final unit.
Necromancer
HP: 35
Power: 16 [Unaffected by Armor]
Blocking: 20%
Armor: 0
Range: 1
Speed: 3
Recovery: 1M / 2A
Special: Necromancy
A secondary ability, once activated, a list is generated detailing all the units that perished so far. Upon selecting one of these units, it is now placed on your side, friendly to you. This attack kills the Necromancer.
The necromanced unit is brought back at full health, and is also invulnerable. (This includes poison, but not non-damaging focus effects) However, once the unit attacks, after damage is applied, the Necromanced unit also dies.
Necromanced units do not count as end of game units.
The Necromancer may only use this ability on Humans.
While I'm creating these, you may disagree with some of my views. This is fine, but I ask that you hold onto a suspension of belief until you finish reading.
While creating a unit, the only thing that matters at this time is the concept. For my necromancer, the concept is, a spellcaster who can bring back friendly or emeny units, and have them be friendly to the necromancer.
That being said, I need to lay a foundation for balance. Here is what I have come up with as a base 'equation' for balance.
- Pre-existing units generally have 3 negative actions applied to them before they perish.
- Pre-existing units generally can perform 2 actions before perishing, if the opponent is concentrating solely on that unit.
This encompasses what I like to call:
- Unit Longevity
- Unit Potency
Of course, the strategy of the game is to increase the longevity on your most potent units, while preventing your opponent from doing the same.
With that being said, the all-encompassing necromancer needs to be balanced with the previous statement. However, the necromancer does not fall within the normal bounds of the Power Damaging HP units that already exist, so we must apply this balance in a roundabout way, using instead the unit that was raised from the dead.
It is here that we must be careful, for bringing a unit back to life would increase it's longevity by double while potency remains the same. This would be cause for a unit which is double as effective, which is fine, but we also have to factor in the Necromancer unit slot as well. Therefore, this unit would be equal to 3 unit slots, but would only take up 2 (The necromancer, and the necromanced units.). Also, we have to consider units which count as more than one unit, like the Dragon. To make it interesting, and also somewhat logical, we will have the necromancers ability apply only to human units.
One way of solving this discrepancy is by having the necromanced unit replace the necromancer, which decreases the necromancers longevity, or rather transfers it to the necromanced unit. The necromancer might have been near-death as well, and it is somewhat abusive to allow a full-health unit to replace a near-death one. So we will throw in another stipulation tha necromanced units die once they perform an action other than moving.
In order to maintain longevity, we will also make Necromanced units invulnerable, as well as not counting for end of game units, to avoid abuse.
However, the necromancer cannot just raise one unit to have it perform one attack and die, that only accounts for 1/2 unit potency. We will also add a base attack to the unit. Something appropriate for the necromancer.
Because the necromancer raises a 1-hit until death unit (once it attacks, it dies), the necromancer should have longevity equal to that of 2 negative actions.
With all that said, here is the final unit.
Necromancer
HP: 35
Power: 16 [Unaffected by Armor]
Blocking: 20%
Armor: 0
Range: 1
Speed: 3
Recovery: 1M / 2A
Special: Necromancy
A secondary ability, once activated, a list is generated detailing all the units that perished so far. Upon selecting one of these units, it is now placed on your side, friendly to you. This attack kills the Necromancer.
The necromanced unit is brought back at full health, and is also invulnerable. (This includes poison, but not non-damaging focus effects) However, once the unit attacks, after damage is applied, the Necromanced unit also dies.
Necromanced units do not count as end of game units.
The Necromancer may only use this ability on Humans.