View Full Version : Phalanx
Shadows
11-26-2003, 06:06 PM
ok.....if seen some ideas....most which were unfortunatly bad....so i thought i would through in some of my own
the phalanx would basically be a slow moving...say 3 or four...unit....it would have a rather mediocre strength not extremly low..yet not significantly powerful...it hp would be probably very large...such as 50? it would also have a great armor and block...its attack pattern would be to hit units directly adjacent to it of it...possible make it hit two spaces in a row.....another feature could be that it could not move attack and change position....only two of those.......it would look like a largely armored unit...with a large stabbing spear in one hand...and a massive sheild in another...
alright..so tell me what you think..remember this is a strategy game, the phalanx would be a defensive unit...dont go giving him a mighty punch...im open to criticism...just properly back it up..
Hashish_Scout
11-26-2003, 06:10 PM
As long as you balance its strength, speed, and power, it would be a great addition. By the way, 3-4 squares isn't bad movement-wise. I'm thinking maybe you could make it 1-2 spaces, like the frost golem. If you bump it's HP up a notch, I could imagine it moving implacably through the ranks, not really killing anyone but helping ruin any strategies he/she might have. Sweet.
Aezeal
11-26-2003, 06:31 PM
basicly a unit which can almost only be destroyed by unblockable attacks?
Clavat
11-26-2003, 06:46 PM
how about 100% block from the front and 75% from the sides
Shadows
11-26-2003, 09:48 PM
that sounds good...my basic idea was to create a slow defensive based unit....it cant really hurt u that much...but you cant kill it either
ABronsonM
11-26-2003, 10:26 PM
Realistic Yes.
Good Yes.
Voting for Yes.
Clavat
11-27-2003, 09:25 AM
you got my vote
ElvenArcher99
11-27-2003, 05:03 PM
i like it it could be very helpful and u could make new types of stratigies using it
ReNeGAdE
11-27-2003, 10:17 PM
VERY GOOD UNIT DESIGN!!! eventually im making a list of what i think are 'the best' unit ideas, and this will definitely be on it.
Shadows
11-28-2003, 08:52 AM
thank you!
ABronsonM
11-28-2003, 10:26 AM
Hey shadows...see if you can give us the exact stats for this to make things easier...give more people reason to vote for it :)
Shadows
11-28-2003, 10:27 AM
see the thing is im not to good on what i should put as for the exact stats....so my thinking is...i'll feed TAO the idead....they perfect it....but lets see....how about this...it is open to change
power: 13
armour: 30
hp: 50
movement: 2
recovery: 2 (not sure)
attack pattern: hits an adjacent unit and the space behind that unit
specail: phalanx cannot move attack and change facing position...it may only do two of the three commands in a turn
has a 100% front block...75% from sides
ABronsonM
11-28-2003, 10:41 AM
And using Clavat's blocking 100% front 75% sides...and lower the power to 13. It is after all a unit that doesn't do much damage! Keep the 2 recovery time since smart players will not use them to strike *unless its the only unit left or it isn't...'vunerable' from back strikes. :)
Shadows
11-28-2003, 10:42 AM
all done
ReNeGAdE
11-28-2003, 02:16 PM
i say lower power to 10 so he cant just walk behind enemy lines and sit there slowly killing people.
Clavat
11-28-2003, 02:18 PM
i agree.
Shadows
11-28-2003, 04:46 PM
haha....thats far too weak.....its so slow it cant get behind units unless you let it!!!
ReNeGAdE
11-28-2003, 04:46 PM
but the point of it isn't to do damage anyways.
Shadows
11-28-2003, 04:51 PM
if it doesnt do damge then its a moving barrier ward........its purpose is to slowly weaken enemies so that heavy hitter can take them out.....13 damge is the weakest thing out there! it will do like 8 to a knight
ReNeGAdE
11-28-2003, 04:57 PM
the thing is that since it hits through 2 units it is acctually 26. 2 units are not hard to get lined up.
Shadows
11-28-2003, 04:59 PM
rengade...it wont do that much damge because of those units armor....and its their fault if they put two units infront of the phalanx because the phalanx sure won't be moving to them....
ReNeGAdE
11-28-2003, 05:01 PM
that is true, I guess we can leave it up to the TAO team to make the final desicion if the Phalanx is put into the game.
respected55
11-28-2003, 05:23 PM
You definitely need to jack up the movement, not only to make it realistic (he moves slower than a rock golem!?) but more importantly to make it useful. It's too slow for anyone to use it, might as well make it a ward/wall because no one is going to waste a turn to move a unit 1 space. The other team will just keep their units 3 spaces away and they won't need to worry about it attacking them (event though they shouldn't worry about it attacking them anyway because it's so weak!) All it basically is, is a slow wall that the enemy will walk around. O and one last thing, What is the armor in the back? This is very important because if it can't move attack and change directions at the same time, the enemy can just walk around it and slash it in the back without missing.
Shadows
11-29-2003, 08:15 AM
not sure what to make the back armor but if someone hits it from gehind it can turn around and hit them....anyways....30 armor will soften up just about any attack...its purpose is to be kinda like a wall....just to keep back enemy units and weaken them
penguin taco
11-29-2003, 03:24 PM
i know this is pretty old but its a very creative and good idea it would be good to protect ur cleric with like put a ward infront of him and this guy beside him and ur cleric would be pretty safe
Omega_Paladin
11-29-2003, 03:41 PM
Well, here is my two cents in the matter: I agree, I think it's movement points should be jacked up and it's attack slighty increased. Know what would be cool? If you added that and an idea of mine, the longbowman, and gave the longbowman the ability to fire over a unit directly in front of it. So then you put this massive wall phalanx towards the middle of the map, stick a longbowman behind it and begin the sniping. Mind you this set-up would be incredibly vunerable to unblockabe magic probabley.
penguin taco
11-29-2003, 04:13 PM
u dont need to boost up his attack and movement there are already enough offensive characters this would be like one of the only defensive ones
Omega_Paladin
11-29-2003, 04:26 PM
I see your point Penguin, but I think that at least it should get a little more movement points. It still just too slow to be effective for anything right now. And there. I have now edited the stats for my Longbowman, I think it is more balanced now, still need ze input please, :D .
ReNeGAdE
11-29-2003, 06:13 PM
please repost your longbowman in a different thread for starters. Phalanx should have 3 movement.
Omega_Paladin
11-29-2003, 06:28 PM
Sorry if my posting the Longbowman here looked like spamming but I am trying to post it as much as possible to get plenty of feedback on it. 3 movement points? I thought it had less like 1 or 2. Yeah, 3 movement points sounds good.
Shadows
11-30-2003, 08:07 AM
Originally posted by ReNeGAdE
please repost your longbowman in a different thread for starters. Phalanx should have 3 movement.
i disagree...it should be slower than the knight seeing how it carries more armor with it
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