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Executioner
10-20-2005, 09:30 AM
Battle Crystal‘s were created by powerful mages to channel the battle fury of warriors. When an army is strong, its battle fury is strong and they all work that little bit harder. When things go bad, the Crystal channels this negative energy and an army quickly loses its ability to be effective.

Name: Battle Crystal
HP: 60
Armour: 15
Power: -
Range: 4
Reducible: -
Blockable: No
Block: 0%
Movement: 0
Wait: N/A
Move Aside: No
Unit Cost: 1

This units ability is passive. It is not activated, it is always active unless the unit is paralysed, poisoned or…..dead. To be active there must be 3 or more other units in its area of effect of 4 squares in all directions. If there is not the required amount of units in AoE then the crystal reduces all of your units stats by the maximum amount of 40%. If this units dies the ability stops, no matter if it is helping or hindering your units.

This gives all units a stat increase equal to: (Number of units above 7 * 10)%
E.g. If you have 10 units, you will gain 30% bonus to each stat. This bonus gives a 30% improvement for every unit on the field. ( 3 units above 7 * 10). By improvement I mean the actual stat is increased by a factor of 0.3. The effects are rounded up.

If you have less than 7 units all units will lose stats equal to: (Number of units under 7 * 5)%
E.g. If you have 3 units, you will lose 20% of your stats for each unit. By this I mean each stat of each unit is reduced by a factor 0.2. The effects are rounded down.

This boosts the stats of all units including wards, golems beasts and humans. Having a dragon tyrant means you only have 9 units. Therefore reducing the initial ability of the ward but reducing the loss if the DT dies.

This improvement and reduction applies to the following:
Maximum HP: If the max drops below the current then the current drops as well. Otherwise only the maximum increases.
Power: This increases power after other bonuses, so it will boost the dsm and pyro’s power after the bonus from the dragon.
Armour: This increases armour after other bonuses, so it will boost any units armour after the stone golem has focussed.
Blocking: Yep it increases blocking. It improves the blocking by the percentage and doesn’t directly add on. So from the first example: a furgon would gain 15% more blocking (0.30*50 rounded up).

If there is no friendly cleric on the field this unit gives each unit 1hp per turn to all friendly units.

This unit is of great benefit at the beginning of a battle but as your units fall the effect lessens and eventually becomes a hindrance. This unit is created to aid turtles against rushes. A rush set would not benefit as much from the ability as units are required in its area of effect to keep it working.

As always opinions are appreciated but constructive criticism is welcome.

Walrus
10-20-2005, 09:49 AM
i dont like it but im having trouble explaining exactly why.

there are no real tactics for using this unit, you just have to do the same as always (prevent your units from dying) and in return it enhances them. this really seems like anti-strategy.
also, the point about having to have 4 units within its area of effect for it to work means you basically have half your army tied up in this thing. obviously in a turtle it wont be much of a problem to achieve this though.
the fact that it requires 4 units within its AoE also totally counteracts the point of the unit where it reduces stats if you only have a few units left, since when you have less than 4 other units it cannot function anyway.

id rather see the concept completely reversed, and see that your units lose stats when you have a lot of units, but gain stats when your other troops die...to me that seems more tactical.
alternatively, you could rework it so that it has a fixed amount of stats that it gives your units, but these stats are distributed evenly between the units within its area of effect.

eg, the area of effect is 6, and it gives a total of 12 power, distributed equally between all units in the area of effect. this example is quite imbalanced, but you can see the basic concept that as you get less units, it powers those units up by more and more.

New Paradigm
10-20-2005, 09:51 AM
wow thats pretty complciated. i fink i understandn it, but it doesnrt seem that use full 2 me...

Executioner
10-20-2005, 12:59 PM
wow thats pretty complciated. i fink i understandn it

Err...ok?

Right walrus, i know i havent changed this based on your recommendations but i have increased the benefits but now it is more dependant on how many units you have. I have also made losing units signifcantly worse by raising the unit limit and increasing the potential stats loss. I feel now that you have to be very strategic with this unit. If not yuor gonna die very easily.

This unit is created for turtlers. It is not meant to be used by rushers or bombers, thats why its the way it is. No offense but this was my liitle attempt to save the turt!!! lol If it fails ( as it probably will) I give you full right to create a unit based on the way you describe one in your post. I just feel my one suits turtling, yours would suit offense, which is what i was trying to avoid.

Exe