cubeboy
11-24-2005, 08:34 PM
Summoner
Hp: 35
power: ---
armor: ---
move: 3
recovery: 6, 4per attack, 2 for movement
blocking: 50%
unit counts as: 1
gold: yes
#you can have: 1
range: 3spaces *where creature appears*
focus: no
summons 1 at a time up to three creatures.
Summoned creature
Hp: 10
power: 10
armor: ---
move: 3
recovery: 1
blocking: 50%
unit counts as: 0
gold: yes
#you can have: 3
During the battle you would keep your summoner back and use these as suiciders on the enemy preventing ties or extra blockers for a corner. Since they are weak in attack and defense they would not be too powerful. but if used correctly one could barrage the enemy, these units at the speed they are summoned and weakness would be useful in certain instances for blocking especialy or finishing a weak unit off. the movement of summoned creatures im thinking 3 or 4teleporting but i think 3 would work the best. sure it seems almost unfair but the units are minor threats and would hardly kill if ever a unit this is more like a furgon upgrade.
Barrier ward upgrade:
Same stats as before only able to barrier blank spaces. You could barrer a space to stop an approaching unit. This would not change it much at all but i think the barrier should have had this already. It just makes sense. Someone make a vote i can more the gaurantee anyone who uses a barrier in a corner like say 90% of all good greys would love this new feature.
cleric upgrade:
Able to focus the heal on one unit for 20 the rest for 10 or 12. Again a minor update only being able to heal for 8more damage points. Again make a vote people would like it.
Warrior / gladiator
hp: 50
power: 20
armor: 33%
move: 3
recovery: 1
blocking: 75% But 75% from the front 50%from sides 25% from the back.
gold: yes *or rare drop*
unit counts as: 1
#you can have: 1 *maybe 3*
range: 1
focus: no
this unit has unheard of blocking at always having a chance to block. And it negates 10% of the opponentes blocking, so side witch is 100%. Also this unit can counter attack a melee weapon. anything close range like knight or assasin if they attack him he will counter attack that unit at standard power blocking and armor. If the assasin targets him she will be facing him and thus have only a 30%chance for the counter to hit. this unit is like a cool knight. and hey people have been begging for a countering unit for ages.
enhancer mage
hp: 50
power: ---
armor: ---
move: 2
recovery: 3
block: 20%
gold: yes
Unit counts as: 1
#you can have: 1
range: 3
focus: yes
possible spells:
+20armor and 10power affect *5spaces*
+1movement affect *5spaces*
+1range, This would make a witch hit 5spaces ahead, a pyro would just be able to cast his standard 5space affecting spell 1 extra space and a knight would be able to attack a unit within 2 spaces in a straight line from himself, first unit in the line gets hit. affect *5spaces*
Movement turns to teleporting affect *5spaces*
Suicide this unit like an assasin in order to make any unit within 3 spaces teleport any where on the field
Petrify, it petrifys a unit for 5-10 turns so it cant move or block but its armor goes to 50% instanly for the petrified time 3spaces away.
Fire golem
hp: 50
power: 15
armor: ---
blocking: ---
movement: 3spaces
recovery: 2
gold: yes
focus: no
#you can have: 1
unit counts as: 1
teleport: yes
this unit would be able to do a pyromancers attack like normal or if he holds down like an assasin he would lay a mine (up to 3-5) which would do 15damage to anything that steps on it. Units will try an avoid this mine if possible by moving to thier space a different route. It detonates like a realistic mine, ie once you step on it moving sets it off. so moving over it the unit will take damage as it is moving then unless killed be able to attack and go on like normal, if a unit stops on it that unit can wait there and the mine not explode unless they move. It affects frienly and enemy troups. i was thinking a pyromancer or witchs attack could make the mine detonate the mine.
This would add depth. Make a mine in front of an acher then you can move him in range of knights to attack a mage or such and have him be relatively safe for the knights do not want to risk the mine field. With summoned creatures this would be ever more strategy. A summoner send wave after wave of units taking out mines while the main knight archer attack force storms in. This is definantely my most unique creature.
Ideas:
Some kinda wind mage. Lotsa people want one. almost everything else has been done. Id like it to be able to affect units movement or do a move where it strikes the ground to move an ajacent unit anywhere in 4 spaces taking 5damage per space, so he could fling an assasin at say 18hp 3 spaces and whamo the assasin is a bomb that can move next turn, or not even damage and you use it to fling knights deep into enemy bases. Definately the ability to blow a unit back maybe doing damage. some version of this for gold and grey would be nice and im working on ones that would fit well the the rest of the units.
Hp: 35
power: ---
armor: ---
move: 3
recovery: 6, 4per attack, 2 for movement
blocking: 50%
unit counts as: 1
gold: yes
#you can have: 1
range: 3spaces *where creature appears*
focus: no
summons 1 at a time up to three creatures.
Summoned creature
Hp: 10
power: 10
armor: ---
move: 3
recovery: 1
blocking: 50%
unit counts as: 0
gold: yes
#you can have: 3
During the battle you would keep your summoner back and use these as suiciders on the enemy preventing ties or extra blockers for a corner. Since they are weak in attack and defense they would not be too powerful. but if used correctly one could barrage the enemy, these units at the speed they are summoned and weakness would be useful in certain instances for blocking especialy or finishing a weak unit off. the movement of summoned creatures im thinking 3 or 4teleporting but i think 3 would work the best. sure it seems almost unfair but the units are minor threats and would hardly kill if ever a unit this is more like a furgon upgrade.
Barrier ward upgrade:
Same stats as before only able to barrier blank spaces. You could barrer a space to stop an approaching unit. This would not change it much at all but i think the barrier should have had this already. It just makes sense. Someone make a vote i can more the gaurantee anyone who uses a barrier in a corner like say 90% of all good greys would love this new feature.
cleric upgrade:
Able to focus the heal on one unit for 20 the rest for 10 or 12. Again a minor update only being able to heal for 8more damage points. Again make a vote people would like it.
Warrior / gladiator
hp: 50
power: 20
armor: 33%
move: 3
recovery: 1
blocking: 75% But 75% from the front 50%from sides 25% from the back.
gold: yes *or rare drop*
unit counts as: 1
#you can have: 1 *maybe 3*
range: 1
focus: no
this unit has unheard of blocking at always having a chance to block. And it negates 10% of the opponentes blocking, so side witch is 100%. Also this unit can counter attack a melee weapon. anything close range like knight or assasin if they attack him he will counter attack that unit at standard power blocking and armor. If the assasin targets him she will be facing him and thus have only a 30%chance for the counter to hit. this unit is like a cool knight. and hey people have been begging for a countering unit for ages.
enhancer mage
hp: 50
power: ---
armor: ---
move: 2
recovery: 3
block: 20%
gold: yes
Unit counts as: 1
#you can have: 1
range: 3
focus: yes
possible spells:
+20armor and 10power affect *5spaces*
+1movement affect *5spaces*
+1range, This would make a witch hit 5spaces ahead, a pyro would just be able to cast his standard 5space affecting spell 1 extra space and a knight would be able to attack a unit within 2 spaces in a straight line from himself, first unit in the line gets hit. affect *5spaces*
Movement turns to teleporting affect *5spaces*
Suicide this unit like an assasin in order to make any unit within 3 spaces teleport any where on the field
Petrify, it petrifys a unit for 5-10 turns so it cant move or block but its armor goes to 50% instanly for the petrified time 3spaces away.
Fire golem
hp: 50
power: 15
armor: ---
blocking: ---
movement: 3spaces
recovery: 2
gold: yes
focus: no
#you can have: 1
unit counts as: 1
teleport: yes
this unit would be able to do a pyromancers attack like normal or if he holds down like an assasin he would lay a mine (up to 3-5) which would do 15damage to anything that steps on it. Units will try an avoid this mine if possible by moving to thier space a different route. It detonates like a realistic mine, ie once you step on it moving sets it off. so moving over it the unit will take damage as it is moving then unless killed be able to attack and go on like normal, if a unit stops on it that unit can wait there and the mine not explode unless they move. It affects frienly and enemy troups. i was thinking a pyromancer or witchs attack could make the mine detonate the mine.
This would add depth. Make a mine in front of an acher then you can move him in range of knights to attack a mage or such and have him be relatively safe for the knights do not want to risk the mine field. With summoned creatures this would be ever more strategy. A summoner send wave after wave of units taking out mines while the main knight archer attack force storms in. This is definantely my most unique creature.
Ideas:
Some kinda wind mage. Lotsa people want one. almost everything else has been done. Id like it to be able to affect units movement or do a move where it strikes the ground to move an ajacent unit anywhere in 4 spaces taking 5damage per space, so he could fling an assasin at say 18hp 3 spaces and whamo the assasin is a bomb that can move next turn, or not even damage and you use it to fling knights deep into enemy bases. Definately the ability to blow a unit back maybe doing damage. some version of this for gold and grey would be nice and im working on ones that would fit well the the rest of the units.