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shatterstar
05-25-2006, 10:56 PM
Ya the name sux. Someone else come up with something better.
Morning Star had a slightly similiar unit: Fission Golem (http://www.tacticsarena.com/forum/showthread.php?t=25853&highlight=split)
This is heavily inspired by the Shadow character from One Must Fall 2097.

Splitter
HP: 46
Armor: 14
Power:20
Blocking: 40% front, 20% side.
Recovery: 2 (1 for attack/split, 1 for movement)
EDIT: alternate recovery: 0 for movement, 1 for melee attack, 2 for split.
Attack Range: Melee Attack: 1 (like a knight)
Split: 5
Movement: 3

Attack:
This unit has 2 attacks. The first is a regular melee attack. Walks up to the target and takes a swing doing 20 blockable damage minus armor effects.

Split: The other attack that this unit can do is a split. It can split itself into 2 units, each with exactly half the current HP, Power and Armor of the complete unit.
Movement, Blocking, recovery and attack range are unaffected.

Each split unit:
HP: 23 max (half whatever HP is current, rounded up)
Armor: 7
Power: 10
Blocking: 40% front, 20% side.
Recovery: 2 (1 for attack/split, 1 for movement)
Attack Range: Melee Attack: 1 (like a knight)
Movement: 3

In the split, 1 of the 2 splitters stays where the original unit was and the 2nd teleports onto any unoccupied tile within 5 tiles (Split attack range above). The teleported splitter will appear facing the same direction as the original was facing and his other half is currently facing. he will immediately attempt to grab a unit in front of him. If that tile is empty, he will try to the side, then behind, then the other side, going clockwise. If he cant grab any unit, the 2 will merge together again. recovery time applies.
If the 2nd half grabs a unit, He will hold on for 2 of your turns before merging back. The grabbed unit cannot move, attack or block to the side. it can block from the front. If at any point, the grabbed unit is attacked, the splitter will return and merge.
While grabbing onto a unit, the splitter cannot block at all. He faces the grabbed unit. If attacked he will take damage, release and merge.
The half that does not teleport is free to move around while the 2nd half is away. The merge after 2turns/attack occurs at the tile where the 1st half currently is.

Recovery is added only after the merge.


Only 1 split at a time occurs. Split, merge, then split again.

lemme know what y'all think and if ive left out anything. i dont think theres anything similiar out there.


EDITS:
1. paralysis would NOT release the grip until paralysis is removed. the grip will release after 2 of your turns unless paralyzed , in which case he will grip until killed or deparalyzed. if depraralyzed and grip-time has passed he will immeditely merge back.

2. poison will not affect grip tho he will take damage.

3. barriering will break the grip but he will teleport back only after the barrier is removed.

4. killing half the unit will leave a full-capability splitter with the HP of the surviving half.
(recovery from the split is added at death)

Soda
05-25-2006, 11:19 PM
Read all of it, looks pretty crazy. It would take a lot of skill tou use and will make it a very strategical game. Don't think I have anything against, but it does seem a bit under powered to me for some reason. Great job through!

Morning Star
05-26-2006, 10:01 AM
Well to start with it does seem interesting. And any reference to any of my old ideas is a good thing :) But the special ability seems pretty weak to really be effective mainly due to HP's. Probably others will say this too but Golems shouldnt have any armor as I myself have been told many times in the past. Raising the HP to 60 and dropping the armor would work nice. This guy would be a cool end game unit combined with a frosty and wisp, o man...ownage. Not bad shatterstar

shatterstar
05-26-2006, 10:40 AM
thx soda and morningstar.

i didnt intend the split to be a mud-quake level usefulness ability. i'd expect it to be used as frequentyl as the 'ssasin bomb which is why i gave it a good melee attack when merged.

heres where i see the split becoming useful .

1. hold up a lone flanker.
2. same side turt: closes off 2 tiles and hinders movment for min. 1 turn.
3. hold up a retreating unit while another gets in range.
4. synch the recovery of this and the frostie so u always got 1 a turn away, keep it back and all-rush-pwnage.

soda lemme know if you can figure why u think its underpowered and i'll try and improve it.

edit: 400th post-whoring post y'all.

shatterstar
05-29-2006, 05:16 PM
double post. sorry. but..

**ka-bump**.

since CAU seems quite active right now i thouht wut the hell...might as well..

TAO_Chaos1
05-29-2006, 05:22 PM
It seems like a fun well thought out unit. It would defenately take time to master the unit though. It seems balanced but maybe you should bump up the armour for the unit, a DT or DSM could easily fly or walk up to theses units and blow them away.

shatterstar
05-29-2006, 05:41 PM
yes the splitting would take time to master. its more of a regular melee unit with the split thrown in as an ace-in-the-hole.

the DT does 23 damage to it whcih is right in the middle of the pack. knights take 21, golems and mages 28, BR 23. yes the DT will pwn the split forms and thats an aspect to be kept in mind when using it.

the split ability i meant as something that will be useful once in a while but when it does come in use...can save the game.

thx 4 the input.

TAO_Chaos1
05-29-2006, 05:46 PM
Yeah thats true the unit would be very useful near the end of the game, addding oen unit to the feild is a nice concept. the ten would be useful near the end of the game in a CLOSE game, maybe make the ten unreduceable by armour, idk.

Serge
05-29-2006, 05:51 PM
What happens if while it is split, one half get's LW'd?

Serge
05-29-2006, 05:51 PM
Or Frosty'd, Wisp'd, Chanty'd, Zerk'd?

shatterstar
05-29-2006, 05:57 PM
What happens if while it is split, one half get's LW'd?


aahh..you mean what if half gets killed? good question..knew i forgot something.

suppose you have a full HP splitter with 0 wait....you split....still 0 wait..teleported half gets killed..then at that point you have a full ability splitter left with 23 HP and recovery added. this splitter can split again after recovering each half would now have 12 HP.

now if the half that stays gets killed...hmm...lets say that the teleported half returns to square on which 1st half died, gets recovery added and becomes full-ability splitter. that sounds ok i think?

thx for all the imput...lemme know how this sounds...i'll edit the main post with the new stuff pending feedback..

Serge
05-29-2006, 06:06 PM
I guess it sounds good that it just damages the splitter when one dies. But what about the poison, paralasys, fear, thing?

shatterstar
05-29-2006, 06:12 PM
paralysis would NOT release the grip until paralysis is removed. the grip will release after 2 of your turns unless paralyzed , in which case he will grip until killed or deparalyzed. if depraralyzed and grip-time has passed he will immeditely merge back.

poison will not affect grip tho he will take damage.

barriering will break the grip but he will teleport back only after the barrier is removed.

Cuathon
05-29-2006, 07:40 PM
its too weak. give it one recov if it uses melee.

shatterstar
05-29-2006, 08:39 PM
underpowered seems a repeated weakness thats cropped up. i've altered the recovery and boosted armor. the recovery isn't strictly in keeping with the existing system. let me know what you think,