View Full Version : Serpent
ReNeGAdE
11-26-2003, 11:30 PM
Ok here's my idea -
Name: Serpent or Serpent-Knight
Hit Points: 40
Power: 20
Armour: 15%
Movement Range: 4
Recovery Time: 2
Blocking: 60%, 30% sides
Attack Pattern: Attacks a single target within a 2 space range of the Serpent, and poisons the target, causing 5 damage at the start of your next 2 turns unless the target is healed by any healing unit during that time.
Might be a little too powerful, so maybe change the stats a little or give him a longer recovery time, what do you guys think?
ABronsonM
11-26-2003, 11:36 PM
Not a bad idea...but tweak the poison down a notch...not to many people have dual clerics ye know. *including me*
ReNeGAdE
11-27-2003, 08:15 AM
THis unit would be put into the game in addition to other units such as the suggested priest. THere will probably be other healing type units as well. Adding one thing to the stats, poison does not get reduced by armour. Remember that this guys range is just 1 tyle away from being melee, so he cant poison people from afar, and with a 2 turn recovery u dont wanna let him get trapped behind enemy lines.
ABronsonM
11-27-2003, 12:59 PM
Hmm now that you put it that way...sounds good.
Hashish_Scout
11-27-2003, 01:06 PM
Right, he's pretty balanced, but we'd have to have bills do a little tweaking. Considering how perfectly balanced they've managed to make the game, who knows how things will be affected when we make new chars, if any of these are used at all.
ElvenArcher99
11-27-2003, 05:59 PM
i like it ur idea and here is another suggestion bring down its hp and change its damage to 15 and have it be a range shooter. like it shoots its venom at people. it depends if u want a combat guy or a range guy
ReNeGAdE
11-27-2003, 10:47 PM
perhaps, but there are already ranged units in the game and giving him range would make it too easy to poison, say, a cleric and kill him from that only if he cant heal.
icedragon
11-28-2003, 12:04 PM
It could be like the scout, only a bit better. It would have to hit the first thing in its LoS, though
Coolio
11-28-2003, 12:13 PM
That sounds pretty cool i mean the melee one. It would probably get a couple of attacks in before it died possibly killing crucial units.
xyxaxyz2
11-28-2003, 01:40 PM
Make poison last the entire game but only 1 hp/turn.
Lance23
11-28-2003, 01:43 PM
That is acually a prettygood idea. This ugy is alanced great except for slightly overpowered poison, and 1 or 2 hp a turn for game or until healing sounds good.
alrex
11-28-2003, 01:48 PM
not being a part pooper bu i can see only one problem would it be coiled into one square or take up 2-3
plz do not bash me because i ask question
Clavat
11-28-2003, 01:52 PM
i think that it should take up two sqares or couny as two units.
ReNeGAdE
11-28-2003, 03:12 PM
it would be coiled and then have its head up like a cobra ready to strike, staying on 1 tile. 1 or 2 hp would be good if this unit is implimented right now, but if more units like priests and preistesses are added for healing, then more concentrated poison would be better.
xyxaxyz2
11-28-2003, 03:13 PM
I don't think healing should cure poison. Healers are already powerful enough.
ReNeGAdE
11-28-2003, 03:19 PM
thats a possibility, but with all new units going into the game i don't think healers will be so powerful. There are plenty of ideas already that can kill a cleric without much failure %. Also, then poison would only be a slowed death, not a bigger ammount of damage potential that could be stopped, which was the general idea for the unit.
ReNeGAdE
11-28-2003, 07:30 PM
another idea, a poison ward! or not i dont care but it would make like an X pattern and poison everything in it, im too lazy to make the stats right now, ill do it later
xyxaxyz2
11-28-2003, 08:42 PM
I like the idea of a slow killing unit. Anyway, the game will often be over by the time the unit dies at only 1 hp/turn if they aren't attacked by anyone else.
ReNeGAdE
11-28-2003, 08:43 PM
ok here we are....
Name: Vemom Ward
HP: 50
Power: 10
Movement Range: n/a
Recovery Time: 3 (4?)
Blocking: 100% all sides (pattern for wards? probably cause they cant retreat)
Appearance: Scorpion tail thingy....... i dont care.....
Attack Pattern: 10 initial damage, plus 3 poison damage 2 all infected units at the end of opponents turn. Poison lasts 5 turns or until infected unit is healed.
Attack Radius:
X - damaged square
0 - blank square
00000
0XXX0
0XXX0
0XXX0
00000
I'm thinking make a rule you can have either lightning ward or vemon ward, not both, or else u can make it so you control your whole side with the two of them combined.
respected55
11-28-2003, 10:55 PM
About the ward: What is the range and i don't understand your picture thing? What is a black square?
About the serpent: keep the recovery time at 3, maybe even lower because melee units need high recovery times.
For poison as a whole: Poison should be 1 general rule, not different for each character. Maybe 2-4 damage for 3-6 turns at the end of the opponents turn. Sounds good to me for now. But please comment.:)
xyxaxyz2
11-28-2003, 10:57 PM
I think you people are making serpent too weak. 1 incurable damage/turn incurable is still considerably weaker than the pyro. A higher damage over just a couple of turns is too much like a normal unit.
Stinky Monkey
11-28-2003, 11:00 PM
I can't say I like the idea of snakes.. I'd like it more if it were a disease-ridden zombie archer :) the poison idea's cool, though... I think it'd take a while to program it?
ReNeGAdE
11-29-2003, 12:31 AM
programming would be fine - and the serpents stats are in the first post of this, not what other people have suggested. The serpent therefore deals 20 initial damage and 5 for 2 turns. The ward needs lowered poison damage for it to be able to have the radius i want. perhaps ill modify it after a couple more comments if others agree poison should be the same for everything
Logic
11-29-2003, 01:17 AM
the serpent idea is cool, i'm thinking of making some creature type units tonight myself.
Stinky Monkey
11-29-2003, 02:09 AM
yeah, I was too, but I was wondering how the unit would be controlled, I think having a slutty, barely clad lady to control them might add to the "magic" factor of the game. She could be like a druid, or something.
ReNeGAdE
11-29-2003, 09:16 AM
enchantress?
Stinky Monkey
11-29-2003, 03:11 PM
pretty much what I was shooting at, but an enchantress made to control animals, so a druid
penguin taco
11-29-2003, 03:53 PM
the serpents a pretty good idea i personally think its a little to powerfull so... ya... the venom ward also a good idea and only have a lightning or venom ward another good idea, but i think the venom wards time inbetween turns, i cant remember the name for sum reason right now should be 4
Sorrow_pain
11-29-2003, 10:41 PM
lowee blocking...n poison....n it wil be gd....hmm
Jeffery
09-18-2004, 01:35 PM
Originally posted by Walrus
actions speak louder than words jeffery. go bump 3 pages of age-old units (preferably mine :D) and you might have proved something...or just annoyed lots of people.
Asmodeus
09-18-2004, 05:40 PM
Damn you. :)
Walrus
09-18-2004, 05:41 PM
i guessed thats why he did it...but didnt think hed actually include the quote. makes it better for others to understand that way
Asmodeus
09-18-2004, 05:44 PM
Way to make him go bump all this junk... :rolleyes:
Jeffery
09-18-2004, 05:48 PM
I think some of these ideas, from TAO vets, are very intriguing.
But walrus made me do it :)
Asmodeus
09-18-2004, 05:50 PM
Egg!!.. The little man behind my eyelids told me to go post in all your bumped thread or he said he'd pluck out all my eyelashes!
He also told me to say hello... World Domination!
Not me *ow* my eyelash! AHh... hel..
Walrus
09-19-2004, 10:25 AM
Originally posted by Jeffery
I think some of these ideas, from TAO vets, are very intriguing.
But walrus made me do it :)
bwahahahaha. dance puppets dance!!!!
now, i forbid you from leaving jeffery, since obviously you must do as i say
Asmodeus
09-20-2004, 08:55 PM
Good save!
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