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Swordz
11-24-2005, 11:47 AM
Wind Casters are strange species of Pyromancers that have harnessed the power of wind instead of flame, and found a more effective way of using its powers.

Unit Details:
HP: 40
Damage: 15
Attack Range: 4 squares wind, 4 squares movement
Movement: 3 squares (7 max)
Recovery: 1 turn for only moving, 3 turns for only attack, 4 turns for both.
Blocking: 30% in front, 15% on sides. (Blocks with his wind staff)
Armor: 0

Units Abilities:

Team Movement: The first ability that the Wind Caster has is to move his own team. He can reach up to 4 spaces away, the Wind Caster chooses a unit within those 4 spaces and moves them left, right, up, or down, up to 4 spaces away (You choose which direction and how far to move your units). This ability would be good in those "I could finish him off next turn, but I can't reach them!" scenarios, where lets say you could take out a Pyromancer with a knight but hes 7 spaces away, you can use your Wind Caster to push your knight up 4 spaces, and on the next turn move the knight in to finish off the pyro.

Enemy Movement: The second ability that the Wind Caster has is to move the enemy team. This would do the exact same thing as the Team Movement exept it can be used in 2 ways: Pushing enemies away from your team, or pulling them in to slaughter them.

Self Movement: The third ability that the Wind Caster has is to move himself an extra 4 spaces with his wind. This would be good for moving the Wind Caster and then pushing himself somewhere so he could move a total of 7 squares max.

Peircing Wind: The final ability that the Wind Caster has is to blow a gust of icy wind so hard that it peirces the enemy unit, damaging the enemy by 15. This attack is unblockable and armor DOES make a difference. It can attack up to 4 spaces away, but it only can effect one unit.

Thanks for your time, post compliments and complaints here, also, if you do not like this unit somehow because of a certain reason, try and give an idea that would fix that problem.


EDIT
A good question was brought up in a PM by Man's Laughter. The question was how are the abilities seperated, and here is what I have to say to clarify it:

The enemy and team movement are automatically seperated right? You basically do the same exact thing to both, exept the enemy is for enemies and the team for team. Anyway, Since your unit has its attack and movement buttons, to move an enemy/team unit, you would first click the movement button. Your unit will only have its 3 space movement instead of 4. You would click the wind caster to activate his special abilities, and he is now able to move 4 spaces instead of 3.Then you would select anyone in your special movement range to move. You would then be able to move them left, right, forward or backwards (including yourself, exept if you want to move yourself just click a vacant space instead of an occupied one). Same thing goes for the units peircing wind ability exept its the attack function instead of movement.

Cuathon
11-24-2005, 11:50 AM
how does tha damage work?

Guilded Dragon
11-24-2005, 11:51 AM
interesting their have been variuos units like this but none with the same special abilities, it's pretty decent, tho i think tho move ur own guy is a little to much due to the board being only 11 sq.'s long.....but all together not bad

Swordz
11-24-2005, 11:51 AM
how does tha damage work?

Looks like I forgot that portion... I'll add that right away.

Edit: Fixed, look under Peircing Wind as an ability.

Guilded Dragon
11-24-2005, 11:54 AM
i like the piercing wind thing

Cuathon
11-24-2005, 11:55 AM
the recover looks a bit high for the wind thing. i assume the damaging move has 4 range as you didnt specify that it didn't.

Swordz
11-24-2005, 11:56 AM
i like the piercing wind thing

Thank you. As to your other post, I think the ability to move himself would be good because it all balances out in the end, he would move himself 7 max and wait 5 turns, so he could glide himself into safety and not get compleetly owned. But, if more people suggest taking that ability out, I will.

And Cauthon, yes, the damage move is 4 spaces. Sorry for not explaining well enough. I have more to add to it that I just remembered so be patient with me :p.

Guilded Dragon
11-24-2005, 12:13 PM
i guess it does ballence well, then great unit!

Swordz
11-24-2005, 12:21 PM
i guess it does ballence well, then great unit!

Thanks, and I replied to your question on how to make screenshots if you didn't check it out already.

Guilded Dragon
11-24-2005, 12:22 PM
yeh i did thanx again fr help, srry i cant give rep i gave to much today

:Bluelightning:
11-24-2005, 12:42 PM
Its an ok balanced unit :) u deserve this smiley.

Swordz
11-24-2005, 01:27 PM
I'm still a bit iffy on the recovery, does anybody else think the recovery should be changed?

Mitosis
11-24-2005, 03:27 PM
Where's the armor? If it doesn't have any, at least say Armor: ---. Then everyone will know. Good concept though. Does need some help on the recovery which I will be thinking over.

Swordz
11-24-2005, 03:29 PM
Thanks. I think I'll put in the Armor: --- now.

Mitosis
11-24-2005, 04:09 PM
Thanks. I think I'll put in the Armor: --- now.

There we go, much better:)

Swordz
11-24-2005, 05:02 PM
Where's the armor? If it doesn't have any, at least say Armor: ---. Then everyone will know. Good concept though. Does need some help on the recovery which I will be thinking over.
Did you think up a good suggestion for the recovery sequence yet? Maybe a set number instead of the +1 turn/square would be better than whats there already.

Forest_Archer
11-27-2005, 08:54 AM
I love it! Does the Piercing Wind use LOS?

Either way, I'm giving it a yes vote.

Swordz
11-27-2005, 07:03 PM
Sorry for the late respond, yes, the piercing wind does use LOS

Mitosis
11-27-2005, 07:06 PM
Did you think up a good suggestion for the recovery sequence yet? Maybe a set number instead of the +1 turn/square would be better than whats there already.

1 for just moving, 4 for just attacking, 5 for both. Make moving 2 then. Then it should be alright.

Swordz
11-27-2005, 07:09 PM
Oh well, I can't change that while it's in the committee. But when it comes out, I will think about changing the recovery.

Mitosis
11-27-2005, 07:09 PM
Oh well, I can't change that while it's in the committee. But when it comes out, I will think about changing the recovery.

sounds good. Looks good too.

Swordz
11-27-2005, 07:15 PM
Thanks.

cubeboy
11-27-2005, 08:22 PM
very interesting. We do though need some kinda unit that can move other units. thatd be cool. Still eventualy one will be made which we be nice. I dunno what to say, i guess... its cool...

JesusCraig
12-03-2005, 01:36 PM
If your enemy movement and ally movement are done using the same function, in event you hit one of each, which one moves first? Is it possible for the other one to land on the recently vacated square?

Swordz
12-03-2005, 02:46 PM
If your enemy movement and ally movement are done using the same function, in event you hit one of each, which one moves first? Is it possible for the other one to land on the recently vacated square?

I don't understand what you're trying to say there.

JesusCraig
12-03-2005, 11:21 PM
It was a misinterpretation, I read units instead of unit in your first post and thought it acted in any of the four cardinal directions, nevermind my post, it acted under the premise that you could hit multiple units, which is apparently untrue.

Swordz
12-29-2005, 12:52 AM
Alright. Well since it's been about a month since this unit has been looked at, I'm going to bump it up to the front page so more people can give opinions and I can fix up the unit to send it in to get it certified.

CHAMILLIONAIRE
12-29-2005, 06:09 AM
first of all i think the recovery should be 3 turns and there should be armor of 13,and i blocking of 40% it may be unreasonble but even without my changes ur unit is tight

Swordz
12-29-2005, 03:08 PM
Is there any reason to change the stats of the unit though?

yall are ded
12-29-2005, 08:25 PM
Hey swords I made a unit similar to yours without actually knowing you had it. You might want to look at it. By the way I love yours :)

-Dape-
12-30-2005, 06:07 AM
Why 5 wait turns the dragon only has 3 and dragon does more damage so i think you should put the wait turns at 4 turns or 3.

Swordz
12-30-2005, 06:44 AM
Why 5 wait turns the dragon only has 3 and dragon does more damage so i think you should put the wait turns at 4 turns or 3.

Alright. But then I think it would be a bit overpowered because you could keep sucking in/pushing away allies or enemies more frequently. If I get more suggestions to lower the wait, by all means I will.

enril
12-30-2005, 09:48 PM
i think you should get rid of the piercing wind attack though i personally like it. because i think that the wind caster being a very strong utility unit should not have an attack that can deal damage.

-Dape-
12-31-2005, 05:25 AM
You dont make sense.

Woodland
12-31-2005, 05:29 AM
i think you should get rid of the piercing wind attack though i personally like it. because i think that the wind caster being a very strong utility unit should not have an attack that can deal damage.
It can be a strong utility unit that should not have an attack that can deal damage :confused: Wonder why your suggesting this. :dry: If your going to have an attack like this piercing wind you would expect it do deal some damage.

-Dape-
12-31-2005, 05:37 AM
all he needs to do is change the wait to 4 then its a great unit.

enril
12-31-2005, 06:12 AM
oh i am sorry for being so unclear. was in a rush. anyway. what i was trying was that the wind caster already has so many abilitities then why should it have another that can deal damage? the presence of the piercing wind attack would make the wind caster too strong. imo.

Woodland
12-31-2005, 06:15 AM
Then maybe it should only have 2 abilitie's one that has a focus and another that deal's so much damage but not to much because of it having focus aswell.

Swordz
12-31-2005, 02:37 PM
The way I think of it, it has two abilities. One to deal damage, and one to move people. Since the moving ability works for both friend and foe, it counts as one ability. The piercing wind ability isn't too strong, so you shouldn't worry about being hit with such little damage. Especially if the opponent uses a turtle stony setup, then it barely will help at all.

The main thing you'd be using the wind caster for is to pull in a unit and beat it up with a knight or something strong. Why would you hit him with 15 when you could nail it with a couple 20's before it leaves?

*ace*
12-31-2005, 03:40 PM
Thats so wierd i had a dream about that unit :p

Swordz
01-21-2006, 04:21 AM
Well the Rain Caster is up, so I thought why not bump my Wind Caster up to the front page? And to those of you retarted enough to say that I ripped the Rain Casters name off, read the dates before you start up some confusion...

Onward to the point: Bump. :)

Swordz
02-19-2006, 06:05 PM
Bump.

Swordz
02-24-2006, 07:10 PM
Bump.

Swordz
04-20-2006, 04:35 PM
Alright well its been a good month since my last post here, and I don't feel like creating a whole new unit so WHALA!

What do you guys think of this old thing?