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yall are ded
01-04-2006, 08:35 PM
The is a unit in the continueation of element units with good approval I have been making as this is my 6th unit in the theme. Here are the links to the first 5 units to better understand this unit if you seek futher detail.
http://tacticsarena.com/forum/showthread.php?t=22987
http://tacticsarena.com/forum/showthread.php?t=23013
Name:Alchemist of control
This alchemist uses the life blood of alies to control the powers of opposing foes turning the tide of battle.
Hp:30
Attack:--
Armor:18
Blocking:50
Recovery:3(see special)
Movement:4

Special abilitys:
Note:This chart pertains to the special abilitys posted previoulsy on the other thread above.Fire Wind Water Earth

Pyro scout Frosty Knight
DSM poisonwisp Chanty Muddie
DMW berserker Furgon Stony
DT Assassin Cleric Beast rider
1) on your turn before you move a piece you may drain 1/5 hp from any allied unit. This does not count as attacking,moving,turning,or waiting. Therefore you may move,attack,turn,or wait with another unit as this abiltity does not use up a turn. You may use this once per turn.

For every fire unit drained this unit gains 9 control counter
For every water unit drained this unit gains 7 control counter
For every wind unit drained this unit gains 5 control counter
For every earth unit drained this unit gains 3 control counter

2) When this unit attacks it may not activate its 1st ability that turn. This unit may chose an opponents unit unit to control. Each catagory has a cost of control counters as following, to chose a unit you must give up the amount of counters needed

for every fire unit controlled you must give up 27 control counters
for every water unit controlled you must give up 20 control counters
for every wind unit controlled you must give up 25 control counters
for every earth unit controlled you must give up 29 control counters

When a unit is controlled immediately its wait becomes 0 and only has a 1 turn wait after used unless the alchemist is destroyed then which it goes back to normal. When a unit is controlled it is considered a friendly unit to you and a hostile unit to your opponent(a unit that counts as 2 costs twice as much to control) this unit may not move/attack once it has controlled a unit and "control" is only broken if the alchemest dies. If the unit that is controls dies then the alchemist may move/attack again.

Ok what do you think? Please give feedback pertaining to costs. If you think they should be changed and how you like the unit. Also I was wondering if I should make a thread compiling these "elemental" units together as for easy understanding and if I should continue making these as I have many more ideas. Please comment thank you!

yall are ded
01-05-2006, 06:08 PM
*bump* Noone since last night:( respoded and I worked on this to go with my other alchemests so I think it deservers a little attention.

deleryn
01-05-2006, 08:16 PM
Well, I'll give you my opinion since no one else wants to. I don't think that TAO would benefit from your weak system of elements. Half of the chart you made could be disputed over, and many of the units don't really fit into some kind of elemental connection. Knights aren't related to "earth" just because they're tough and wear metal armor. Witches gain their magic from dark rituals, not fire. Furgons can grow plants through their mastery over them, not some force of simple water. Games that are centered around the considerations of such things are better suited for these "elements".

Many people simply abandoned TAO because The Golem Ambusher simplifies the matter of killing the opponent's cleric. If your opponent could gain control of your cleric, no matter where he is located on the field, in four turns, simply by causing 24 damage to his frost golem and 10 damage to his cleric, and you couldn't do anything about it but kill your cleric or attempt to kill this unit, which would probably be right next to his cleric, just tell me that you wouldn't be frustrated.

You think that your work deserves attention, but no one in CAU "deserves" anything. I didn't want to respond to your unit because your system of elements didn't interest me. In fact, not many of your units were worth reading. Should I be required to tell you what I think? I think that your definition of "work" isn't accurate. I don't see how attempting to incorperate a personal version of something from hundreds of cheesy, stupid, pointless videogames (and maybe the few good ones, though I question your ability to discern a good game from a lame one) is "work". If you did put any real work into this, then just tell me that you spelled alchemist, "alchemest" on purpose. Is using correct English even anywhere near work?

yall are ded
01-05-2006, 08:30 PM
Thank you for your opinion. On the taking over the cleric thing. How would you get the alchemist to your opponents cleric if it was gaurded? Also there would be a number of turns before you could actually control a unit.
Also, isn't that what CAU is about? Giving new ideas to the game. I did get a few ideas from video games and your insults did surprise me;) No doubt the catagorys could change but I conformed it to what I thought would be acceptable effects wise. Earth catagoy is classifyed excpet beast rider as a high hp. Water no defense and no attack power but an effect. Wind high movement. Fire high attack. These are just ideas and I do understand they do not "deserve" attention, however if someone did put work into it(coming up with ideas,making it fit into a workable system,making it balanced,and with a flare that might interest someone, then you should be able to tell someone put work into it and didnt just do it for an idea.....o o o this unit would beee soo cool i hate that dragon i wish i could kill it. For every pro there is a con there should be an equal con, that was my goal. My humble apologize that you were not itrigued by my work :)