PDA

View Full Version : Magi Knight (my first ever unit).


Tempest Fennac
11-26-2005, 02:50 AM
I don't think anyone has ever suggested a "Jack of all trades" unit, so I thought that it would be interesting to have a go at making one.

Magi Knight.
HP: 40
Armour: 8.
Power: Sword: 20. Heal/Ice spell: 18.
Range: Sword: same as Knight. Ice/Ice spell: any unit within 4 squares of the Magi Knight.
Blocking: 50%.
Movement: 3 squares.
Wait: 1 if Sword Attack used (same as Knight), 2 if Ice/Healing spell used if the Magi Knight moves in the same turn (same as Scout).

Special: If a unit who isn't in range of the Magi Knight's sword attack is targeted, the Magi Knight will use an unblockable non-armour reductable Ice
spell on 1 enemy (if an enemy is highlighted), or, if an ally is targetted, he will use a Healing spell which is also unaffected by armour.

Sword attack pattern: OSO M= Magi Knight.
SMS O= empty tile.
OSO A A= spell range.
AAA S= Sword range.
Ice/Healing spell attack pattern: AAAAA
AAASAAA
AAASMSAAA
AAASAAA
AAAAA
AAA
A


I don't know whether this unit is balanced enough to work, but I thought I'd suggest in in case it turns out that it isn't too weak or powerful.

I decided to increse it's attacking and healing power slightly.

legacy67
11-26-2005, 03:37 AM
Your diagrams are a bit off, but people get basic atack ranges without diagrams so whatever.

Here are my thoughts.

1) Leave healing to the cleric, he is very good at it. The game is balanced well with just one healer, if you add a new healing unit, especially one thta cna attack, you throw off thta balance . For example, you heal a unit for 15 hp and don't move, then you cleric, then you nheal another 15 as you have recovered. in 3 turns you have a 42 hp swing for one unit, enough to bring anything back to nearly full strength. Healing is the cleric's job, don't piss off the Union.

2) The ice spell, from your desription, does nothing except for 15 damage to a unit, hence very underpowered. When you mentioned "jack of all trades" i expected to see the ice attack freeze a unit, but instead you have an underpowered magic attack

3) the melee ascpect of this unit is also fairly useless. A unit with the same health an armor as a scout but without the 6 range? Think of a scout with no bow and arrows and this is what you have.

In all, its not the worst thing ive seen from a new designer, but it is not a good unit. You have the right idea in trying to fill new roles, and taking time to explain your unit thoroughly, but the execution on this particular unit is lacking. Take some time, do some research, and try again. I suggest that you look at some units created by the more experinced designers to get an idea of what I am talking about. I don't wish to toot my own horn, but you can take the links in my signature that are marked gold or platinum to see some cool ideas. In an effort to not be entirely narssacistic, I will also recommend the Golem Stormer by Cross Punisher, the Grapnel Warrior by Lonely Tylenol, the Desert Sentinel by Sodamoeba (did I vote yes for that one? I can't remember) and the Mysterious Growth by Deck of Jesters as units you can look at as good examples ( yes Soda, I am referring people to your unit for a good idea :cool: )

In any event, take some time, learn a littelm and put some time and effort into your next creation, and you will have the potential to create a good unit.

Guilded Dragon
11-26-2005, 05:41 AM
Your diagrams are a bit off, but people get basic atack ranges without diagrams so whatever.

Here are my thoughts.

1) Leave healing to the cleric, he is very good at it. The game is balanced well with just one healer, if you add a new healing unit, especially one thta cna attack, you throw off thta balance . For example, you heal a unit for 15 hp and don't move, then you cleric, then you nheal another 15 as you have recovered. in 3 turns you have a 42 hp swing for one unit, enough to bring anything back to nearly full strength. Healing is the cleric's job, don't piss off the Union.

2) The ice spell, from your desription, does nothing except for 15 damage to a unit, hence very underpowered. When you mentioned "jack of all trades" i expected to see the ice attack freeze a unit, but instead you have an underpowered magic attack

3) the melee ascpect of this unit is also fairly useless. A unit with the same health an armor as a scout but without the 6 range? Think of a scout with no bow and arrows and this is what you have.

In all, its not the worst thing ive seen from a new designer, but it is not a good unit. You have the right idea in trying to fill new roles, and taking time to explain your unit thoroughly, but the execution on this particular unit is lacking. Take some time, do some research, and try again. I suggest that you look at some units created by the more experinced designers to get an idea of what I am talking about. I don't wish to toot my own horn, but you can take the links in my signature that are marked gold or platinum to see some cool ideas. In an effort to not be entirely narssacistic, I will also recommend the Golem Stormer by Cross Punisher, the Grapnel Warrior by Lonely Tylenol, the Desert Sentinel by Sodamoeba (did I vote yes for that one? I can't remember) and the Mysterious Growth by Deck of Jesters as units you can look at as good examples ( yes Soda, I am referring people to your unit for a good idea :cool: )

In any event, take some time, learn a littelm and put some time and effort into your next creation, and you will have the potential to create a good unit.
ditto he pretty much covered everything other than i think another prob is if hes a mage mages dont normally have armor, but u did ok for first unit. keep posting and keep thinking for new ideas.

Cuathon
11-26-2005, 07:24 AM
please dont quote giant posts like that.

Kyir
11-26-2005, 08:59 AM
the Golem Stormer by Cross Punisher, the Grapnel Warrior by Lonely Tylenol, the Desert Sentinel by Sodamoeba (did I vote yes for that one? I can't remember) and the Mysterious Growth by Deck of Jesters as units you can look at as good examples ( yes Soda, I am referring people to your unit for a good idea :cool: )


Nothing by me???!?1?!?!!?1?!?

err

*slinks back into the shadows*

bobdagangsta
11-26-2005, 09:30 AM
I have never really seen any of your units Kyir.

Cross Punisher
11-26-2005, 10:48 AM
I have never really seen any of your units Kyir.You just have to do a bit of searching.

1) Leave healing to the cleric, he is very good at it. The game is balanced well with just one healer, if you add a new healing unit, especially one thta cna attack, you throw off thta balance . For example, you heal a unit for 15 hp and don't move, then you cleric, then you nheal another 15 as you have recovered. in 3 turns you have a 42 hp swing for one unit, enough to bring anything back to nearly full strength. Healing is the cleric's job, don't piss off the Union.Wait, couldn't the same problem arise from someone having multiple clerics and healing every turn. If your just healing every turn, you stand no chance of winning.

Tempest Fennac
11-26-2005, 12:35 PM
Thanks for the input (the problem with designing a multi-purpose unit is making sure that it doesn't become too powerful). I'd have to disagree with the statement the Clerics do a good job at healing on their own due to how they only restore up to 12 HPs (I know that some people would claim that it heals 120 HPs overall, but in reality, assuming that your opponent is sane, they are going to be concentrating on only a couple of units at any one time until the Cleric dies, meaning that you're only restoring 24 or 36 HPs. Besides, 12 HPs is often hopelessly inadequte for saving mages from dieing). Personally, the best unit I've seen on here is probably the White Magic Witch due to how she actually has some use in the game (incidentally,did anyone complain that the Frost Golem was uneccesary as the Enchantress is good for paralysing units? Besides, if the Cleric does a good enough job, why do so many people try to design healing units? By the way, I'm sorry about the targeting diagram getting messed up (it looked fine when I typed it up).

Cuathon
11-26-2005, 12:38 PM
12 hp is fine. but the thing is, your unit wasnt made well. if yu can make a good healing unit that's cool, but theya re notoriously difficult to balance and so newer members are discouraged from making them.

Tempest Fennac
11-26-2005, 01:00 PM
I had a look at the "good" units which legacy67 mentioned, and, as far as I'm concerned, they just appear to be overpowered (the Grapnel Warrior wouldn't be as bad if he had a focus ability, and I can't see the point in using the Stormer Golem when you could have a unit in its place which would cause damage). Quite frankly, I can't see how anyone can say that the Minelayer should even be considered as a unit which should be put into the game(which I read about on the "favourite CAU" poll). If nothing else, it reduces the whole thing to being about luck rather then skill. (Also, why isn't the Barbarian unit group included in that poll? All of the units which were suggested for that group seemed to be well balanced, and they had some interesting bonuses). By the way, I was thinking about other proposed healing units rather then mine when I said about Clerics often being next to useless.

Cuathon
11-26-2005, 01:05 PM
most other healing units are made by newbs who dont know what they are doing. others were made because som people thought they wold fit their style better.

Cross Punisher
11-26-2005, 01:07 PM
legacy's weird. He knows what he's doing but his mind works in mysterious ways.
and I can't see the point in using the Stormer Golem when you could have a unit in its place which would cause damageWhats the point of using a Cleric then either.

My favorite unit of mine is my Channel Paralyzer, not my Golem Stormer.

Tempest Fennac
11-26-2005, 01:32 PM
That is actually a good point about Clerics. I can't really think of an intelligent answer to that question, but I suppose you could argue that units which help your units are are more useful then units which hinder your opponents (it probably boils down to your own playing style).

Cuathon
11-26-2005, 01:35 PM
hey temp?
try some simpler units at the start, this will give you experience and practice for those complicated units later on.

Cross Punisher
11-26-2005, 01:37 PM
That is actually a good point about Clerics. I can't really think of an intelligent answer to that question, but I suppose you could argue that units which help your units are are more useful then units which hinder your opponents (it probably boils down to your own playing style).And I could argue that anything that helps me is going to hinder my opponent.

Tempest Fennac
11-27-2005, 02:53 AM
I never thought about it like thaty regarding helping my characters hindering my opponent. I would design some simple units, but the problem is thinking of simple units which haven't already been suggested several times. Incidentally, does anyone have any ideas for making the Magi Knight stronger without making it overpowered?

legacy67
11-27-2005, 03:07 AM
Nothing by me???!?1?!?!!?1?!?

err

*slinks back into the shadows*

As it says beloew your name, you are dead. Come off of sabatical, fool.

Wait, couldn't the same problem arise from someone having multiple clerics and healing every turn. If your just healing every turn, you stand no chance of winning.

No, this is much more effective to save a particulat unit. Remeber that this is the "jack of all trades" unit and hence can do a bunch of other stuff. If you have a DT or muddy in danger, just do the double or triple combo (only availiabel if you use the method described in 1). Yes, healing evey turn is lame, double cleric looses because it relies on mass heal and removes an attacking unit, the fact is that this unit does hae offensive value, but can also be used to save a unit from it's deathbed.

To tempest, the Favorite unit poll is fairly obselete as it is about a million years old, I will actualy be PMing the mods soon to ask to have it unstickied. In terms of the units I mentioned, the Golem Stormer is like a reverse stoney, not immediately effective in a visual sense, but major ame changer if used right. Again, a goo CAU should be underpowered in the hands of the average player,and severely overpowered when used by an expert.

I also noticed you did not mention my units (unless they were lumped in that "overpowered" catagory?). ;)

legacy's weird. He knows what he's doing but his mind works in mysterious ways.

Flattered, may make it into the sig once I create an archive (probably after I get one more unit certified).

Tempest Fennac
11-27-2005, 12:21 PM
I just had a look ay your units, and I really like the Ogre Berserer, Fabricor Substantia, Kenki and Envoltorio and the Tribal Marksman (I don't know whether I'd class the Mountain Trapper as underpowered or not, and I think the Kenki would be better if it didn't gain so many attack points while chaining attacks). I hope that someone creates the White Magic Witch and Barbarian unit groups (if the poll is updated, do you think those units will be included in it?).

Cuathon
11-27-2005, 12:28 PM
what do you ean you hope someone creats those groups?
no units here will ever be made real.

Tempest Fennac
11-27-2005, 12:54 PM
In all honesty, I thought I read somewhere that the point of this forum was for people to suggest ideas for units which could be put into the game.

Cuathon
11-27-2005, 01:10 PM
many units could be, but they won't.

Cross Punisher
11-27-2005, 06:57 PM
Again, a goo CAU should be underpowered in the hands of the average player,and severely overpowered when used by an expert.I don't find that necessarily true. I think it should be the other way around like, "a square is always a rectangle, but a rectangle isn't always a square." I believe the actual saying should go, "A unit that is underpowered in the hands of a novice and overpowered in the hands of an expert is a great unit."

:p