View Full Version : Instigo
Duffman
08-11-2006, 06:03 AM
Background
--
Supernatural beings were rampant in the world of Elruhter. More than rampant. They were common. These arrogant faeries, beasts and golems swarmed the poor world of Elruhter, all with their ethereal weapons, dark spells and marvelous strength. Each one had declared themselves a king walking on this poor excuse for soil and blessing all mortals by their presence. And what did every king need? Servants. So they took them. The Instigo.
Instigos were far from human themselves. They were very much supernatural if only by appearance. But instead of being large muscular beasts or intolerant magical faeries, Instigos stood as tall as a child but were slimey, greasy and most of all, they were weak. They had no spells, or no skills other than that of the tongue. They were evil, conniving, devilish. They were not just mischievous they were malicious. Years of servitude to egotistical, quick to temper ruffians had just twisted them further. Twisted them so far that the Instigo turned against their masters. Not being able to overcome them even with numbers they did what they did best. Made their masters mad.
But this was no ordinary frustration, It was a rage so immense it could break the bonds of supernatural limits and sent these arrogant kings into absolute carnage. Blood spilt, revenge taken, revenge avenged. All until absolute bedlam had taken hold in Elruhter. The Instigos found that while they were masters of bending people with rage, they were not able to focus such ferocity. Many Instigos were slaughtered by their own violent creations.
All of Elruhter was swallowed in rage, and the Instigo's didn't care who died, even their own kind. They were now so bitter and twisted, all they wanted to see was death. And they would taunt, back stab and twist words till they sounded more like the hissing of a snake until they got it.
--
Instigo
HP: 50
Armor: 8%
Power: 99
Speed: 3
Blocking: 0%
Range: 1
Recovery: Movement: 0 - Attack: 3
Attack pattern
The Instigo's attack is an unblockable melee attack that does 0 damage.
Special Attributes
Any unit that is attacked by an Instigo becomes 'provoked'. When a unit is provoked that unit will attack the square directly infront of it for 99 unblockable damage on the units next available turn to attack. However, a Instigo is also able to hit opponent units to provoke them. In this interesting situation the opposition controlled provoked unit will attack on the next available turn of the controller of the Instigo.
E.g. Your Instigo attacks opposing mud golem -> Opponent's turn -> Opposing mud golem attacks tile immediately in front of it -> Opponent's turn.
Instigo cannot move away until provoked unit has attacked.
Counts as 1 unit.
--
Provocation
This state warrants it's own little section.
Loss of blocking - A provoked unit cannot block
Health one-way linkage - Provoked units share damage dealt to them with the Instigo that attacked them. Armour is applied for provoked unit before sharing and Instigo's armour is applied on top of the damage shared to it. e.g. 30 damage dealt to provoked knight. Armour of knight reduces it to 24 which is split between so the knight takes 12 dmg and the Instigo takes 11. However it is one way so if a pyro were to hit both the Knight would take 6 and the Instigo would take 19 (14+5).
Attack type rules - 99 poision damage leaves the attacked unit at 1 health, 99 paralysis damage is simply normal paralysis, 99 heal damage heals unit for 99 hp, however 99 stone damage or 99 furgon summon **doesn't** give +99% armour, 99hp shrub ^_^. Also no matter what unit is provoked it is still always just the immediate tile infront of the unit that gets hit for 99 damage. So ignore stuff like the pyro's attack pattern that would ironically always hit itself for 99 damage.
Spin-on-hit - This is vital. When a provoked unit is hit by a directional attack, as in, all melee attacks and dragon's attack (so not Pyro or DMW att.) the unit will face the same direction the attack was going. So the simple way of thinking it is after it is hit the provoked unit face the opposite way as if it would've blocked the attack (away from the attacker).
Recovery - On a provoked attack all that happens that turn is the attack. The provoked unit is not then allowed to move on the same turn. Recovery after a provoked attack is same as normal attack recovery times.
No Wards - Wards cannot be provoked.
--
Notes
There are so many things to note with this unit. Note the range of the provocative attack is 1 so obviously using this unit without assessing what threatening units your opponent has simply means you lose your Instigo (they spin the provoked unit back at the Instigo) or potentially another adjacent unit. However the unit itself if worked very cleverly is your opponents greatest threat.
The unit base specs is designed so that it can follow the most standard unit in the game, the Knight. Imagine that you advance your knight, attack with it, then follow it up with the Instigo and provoke the knight, then knight attacks with 99 dmg, knight waits, knight moves and attacks, Instigo follows up and provokes, so on so forth. If only it were that simple though... One hit on the knight when it's provoked and your Instigo is dead.
Here's another situation that i think this unit fits perfectly. Your opponent teleports their mudgolem in and quakes your turtle. You position ANY damage unit facing it, provoke it and then next turn the mud golem is dead. Units like the muddy won't be able to charge in without certain death where the provoked unit can be protected at the back of the turtle.
Abuse: Using provocation on opponent units to eliminate immediate threats. Not sure if this would be such a big thing as anytime you use the Instigo you can have the effects turned around by your opponent, but potentially making an opponent unit begin their attack recovery again without being able to retreat could be bad. Could be good too. What do you think? Tactic or abuse?
Disadvantage: I hate to say it, but this is yet another unit that has increased the usefulness of scouts and golem ambushers as being units that can hit and spin a provoked unit from long range. Unavoidable I'm afraid. However without scouts the unit would be perhaps overpowered.
--
Reasoning
When i read the competition of 99 power thread basically every unit posted would change the game such that the unit that does 99 dmg becomes the centre of attention until it dies or loses enough power it becomes useless. So units that swap sides completely change game play into controlling that unit, because if you don't then your opponent automatically wins. Or the unit gets a few quick kills in start game then does basically nothing after that. So my aim with this unit was sustained pressure, not just in start game but also didn't control the entire game.
In fact this unit is much better in endgame than anywhere else. When your opponent has lost pieces so lost potential threats to spinning a provoked unit you can deal a swift and painful death.
But I have to say probably the coolest thing about this unit is what it does with clerics. There are many shots at individual unit healers out there but this one is just so awesome. Retreat your damaged unit and take a few more turns to position it infront of your clerics and then it takes 2 more turns and you can heal any unit to full health. Not only that but you could use your OPPONENTS cleric to heal your own units to full health. That is just serious ownage for rubbing salt into wounds.
--
So yeah the reason for posting is because of the competition. I didn't see it when it was open and i'm not expecting to be entered. Was just a cool idea.
Oh yeah and, Buying proofreaders.
Cross Punisher
08-11-2006, 06:47 AM
I can't believe I downloaded AIM (which I should have done a long time ago) and you turned out to not even be logged in. I don't even know if it's working or not so send me something :)
This is really good. So a unit has to wait for any recovery it may have to go away when it is provoked? Anyway I had a similar idea and you really made it work. So are you going to be more active on the forums now :) ? Also I can't help but feel that either the range or the movement is 1 to small
plusminus
08-12-2006, 02:47 AM
First of all, I'm a bit confused about the way a provoked unit attacks:
Your Instigo attacks opposing mud golem -> Opponent's turn -> Opposing mud golem attacks tile immediately in front of it -> Opponent's turn.
So the opponent's mud attacks on your turn. How does this affect wait time for the mud? Also, does this give the opponent a chance to move their mud after being provoked, or are they frozen in place until they attack? I didn't see this anywhere..
Other than that it's a very strategical unit, and a very creative idea. It's too bad it's not in the 99 damage competition, because it's easily as good as anything else in there. I do think this would change the game a fair bit, maybe not as much as some of the other units, but still anything with the potential to do 99 damage is inherently the centre of attention in a game.
And I did finally read the story, very nicely written.
EDIT: also, with the pyro, would it still end up hurting itself for 15 damage? Or would it just attack the single tile infront of it?
Duffman
08-12-2006, 03:06 AM
I do suppose that needs clarification. No a provoked unit cannot move. So if you provoke an opposition unit that is not in it's wait time it can't move.
As for recovery time. Recovery time works as normal (Goes down 1 at the end of the controllers turn). So if an opposition unit does a provoked attack on your turn and the unit's normal attack recovery is 1 then it will not be allowed to be used for the next opposition turn but at the end of their turn it will go down to 0 and be able to be moved on their following turn.
The reason for any unit that you provoke on your turn is so that you can't provoke opposition units and have you opposition miss their turn or you not miss a turn to wait for the provoked attack.
Sluff
08-12-2006, 10:13 AM
Amazing job, Duffman. :)
I see you've put a lot of work into it.
plusminus
08-12-2006, 01:00 PM
One question that came to mind is, what happens if an Instigo attacks another Instigo? Presumably the provoked one does 99 damage, but can it also provoke other units?
Also, you didn't answer my edit. Do units attack with their proper attack pattern, even though they only do the 99 damage to the space right in front of them? i.e. will a pyro hurt himself and units around him for 15 damage? Does the wisp go into focus mode with poison on it's regular attack pattern? What about the GA who can't attack right in front of him?
shatterstar
08-12-2006, 01:32 PM
awesome unit, one of the most imaginative i've seen. ever.
however, i should point out that since its attack technically does 0 damage, i dont think it would qulaify for the challenge. also the recovery isnt standard but it fits.
now is the instigo's attack blockable? im thinking of something like my DSM getting turned by a block to the side and the instigo no longer able to reach his back (the logical place for it to attack). then i attack the side and use the scout to turn him correctly before he fires.
what about instigating/provoking my chanty/FG/stonerman?
you know which would rule in tandem with this? the BR.
T Solo
08-12-2006, 01:49 PM
what about instigating/provoking my chanty/FG/stonerman?
Attack type rules - 99 poision damage leaves the attacked unit at 1 health, 99 paralysis damage is simply normal paralysis, 99 heal damage heals unit for 99 hp, however 99 stone damage or 99 furgon summon **doesn't** give +99% armour, 99hp shrub ^_^. Also no matter what unit is provoked it is still always just the immediate tile infront of the unit that gets hit for 99 damage. So ignore stuff like the pyro's attack pattern that would ironically always hit itself for 99 damage.
Help ? :)
shatterstar
08-12-2006, 01:52 PM
yup, missed that. gracie.
Duffman
08-12-2006, 06:51 PM
Gosh you know i think of most things but sometimes when writing it up you forget the most basic stuff.
1. The Instigo's attack is unblockable.
- reasoning is that while most people would try to keep the Instigo safe by keeping it behind the provoked unit if someone who was being strategic saw that by putting the Instigo to the side of the unit to block another unit from spining the provoked unit it would be a great tactic. Or if you were using the provoked unit as a target the Instigo might just want to be on the side so that your opponent can't spin the unit to kill it.
_ _ _ _ _ _ _ _
_ K _ _ _ _ _ _
K _ _ _ _ _ _ _
P I _ _ _ _ _ _
_ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _
X _ _ _ _ _ _ _
X X _ _ _ _ _ _
P - Provoked Unit
I - Instigo
K - Opposition Knights
B - Beast Rider
Here we can see there is no way to hit the provoked unit such that it would
spin and kill the Instigo. Not only that but the position of the Instigo makes it
impossible for the other knight to come and save his recovering Knight buddy.
Whereas placing the instigo behind gives your opponent many spots to spin the
provoked unit to kill the Instigo.
So by making it unblockable it makes it easier to do this as you don't risk your instigo getting blocked.
2. The provoked attack is unblockable.
- No 99 attack should be blockable. If you can pull of killing a unit with this type of attack you're a great player. If you pull it of an then have a pyro side block... Also a hidden talent is killing wards which have 100% blocking. The reason why i thought of the spin-on-hit rule was to stop the absolute pwnage of units that cannot move.
3. IRT +-'s question on pyro's.
Also no matter what unit is provoked it is still always just the immediate tile infront of the unit that gets hit for 99 damage. So ignore stuff like the pyro's attack pattern that would ironically always hit itself for 99 damage.
So that include GA's also. Especially GA's. Noone wants a 99 attack bombed into their turtle.
As for the attack doing 0 damage so it doesn't qualify, i disagree. I could have made the unit swap places with the unit it attacks for 0 damage for and then on the next turn the Instigo attacks for 99 dmg from where the other unit was and then swap back. The unit would have been exactly the same. The 99 attack only comes from the Instigo and has absolutely nothing to do with other units. This is shown by how every unit reacts the same way generically. I guess the argument against that is that non damage units react differently and i suppose you're right there... But come on... It's cool... :(
shatterstar
08-12-2006, 06:57 PM
ya its cool. i dont personally care myself. i love the unit, but since you mentioned it was for the challenge, i figured i might as well voice it.
Serge
08-12-2006, 09:45 PM
Duff owns your soul.
I like everything about it except for the thing about Wisps, Chants, and Frosties.
Pitot
08-12-2006, 10:21 PM
This might have been asked but can you provoke your own units??? If so its no longer strategical but just overpowered.
Duffman
08-12-2006, 10:22 PM
Yes you can provoke your own units. And why is it not strategical to provoke your own units Mr. Aug 2006?
Pitot
08-12-2006, 10:26 PM
lol because if anyunit comes to attack one of your units, Mr. intigo will come provoke mr knight. And kill oppenents unit. also knight in combo with instigo make a turtle that would be impossible to beat, 1 hit kill for all oncoming opponents. also the recovery doesnt match with the rules of TAO
Duffman
08-12-2006, 10:33 PM
It's my unit I'll make the recovery what i want to Mr. Aug 2006. Also it is not very easy to pull off a 99 attack on an enemy unit. First you need one of your units to be directly facing the opponents unit, and then you need to take a turn to provoke the unit. In the following turn your opponent can counter this and use the provoked unit to kill any other unit adjacent to the provoked unit including the Instigo itself. So there are two ways to avoid getting hit by a 99 damage provoked attack. Move the threatened unit, and if you can hit the provoked unit from any of 3 other directions.
Pitot
08-12-2006, 10:37 PM
like I said in conjuntion with a knight or assasin it wouldnt be overpowered. For example a dragon comes in and attacks your good old scout. You place your knight facing his dragon, then have instigo run up to the knight and provoke. then when instigo recovers he can do it to the next unit, and the Recovery does not follow TAO rules. If TAO starts putting in exceptions everywhere it would ruin the game.
shatterstar
08-12-2006, 10:41 PM
"mr. aug 2006". lol.
Serge
08-12-2006, 10:43 PM
like I said in conjuntion with a knight or assasin it wouldnt be overpowered. For example a dragon comes in and attacks your good old scout. You place your knight facing his dragon, then have instigo run up to the knight and provoke. then when instigo recovers he can do it to the next unit, and the Recovery does not follow TAO rules. If TAO starts putting in exceptions everywhere it would ruin the game.
You ruin the game.
Pitot
08-12-2006, 10:45 PM
I think spineless stick ppl are taking over :( damn invertebrates.
Duffman
08-12-2006, 10:49 PM
like I said in conjuntion with a knight or assasin it wouldnt be overpowered.
Thanks.
~~~
First of all tell me how the recovery time ruins the game.
Now also you got to understand, one hit on the provoked unit turns the effect around and will kill either nothing or the Instigo itself. It's very rare to not have a scout waiting around to snipe a provoked unit. And if the opponent doesn't have something to threaten against someone provoking a unit and still attacks without backup, then they aren't planning ahead or being tactical and thus deserve to lose a unit.
The one place this unit is overpowered Mr. Aug 2006 is killing units that people teleport in to do massive damage without support. And oh wouldn't that be ghastly to the game.
Justice
08-12-2006, 11:15 PM
Background
--
Supernatural beings were rampant in the world of Elruhter. More than rampant. They were common. These arrogant faeries, beasts and golems swarmed the poor world of Elruhter, all with their ethereal weapons, dark spells and marvelous strength. Each one had declared themselves a king walking on this poor excuse for soil and blessing all mortals by their presence. And what did every king need? Servants. So they took them. The Instigo.
Instigos were far from human themselves. They were very much supernatural if only by appearance. But instead of being large muscular beasts or intolerant magical faeries, Instigos stood as tall as a child but were slimey, greasy and most of all, they were weak. They had no spells, or no skills other than that of the tongue. They were evil, conniving, devilish. They were not just mischievous they were malicious. Years of servitude to egotistical, quick to temper ruffians had just twisted them further. Twisted them so far that the Instigo turned against their masters. Not being able to overcome them even with numbers they did what they did best. Made their masters mad.
But this was no ordinary frustration, It was a rage so immense it could break the bonds of supernatural limits and sent these arrogant kings into absolute carnage. Blood spilt, revenge taken, revenge avenged. All until absolute bedlam had taken hold in Elruhter. The Instigos found that while they were masters of bending people with rage, they were not able to focus such ferocity. Many Instigos were slaughtered by their own violent creations.
All of Elruhter was swallowed in rage, and the Instigo's didn't care who died, even their own kind. They were now so bitter and twisted, all they wanted to see was death. And they would taunt, back stab and twist words till they sounded more like the hissing of a snake until they got it.
--
Instigo
HP: 50
Armor: 8%
Power: 99
Speed: 3
Blocking: 0%
Range: 1
Recovery: Movement: 0 - Attack: 3
Attack pattern
The Instigo's attack is an unblockable melee attack that does 0 damage.
Special Attributes
Any unit that is attacked by an Instigo becomes 'provoked'. When a unit is provoked that unit will attack the square directly infront of it for 99 unblockable damage on the units next available turn to attack. However, a Instigo is also able to hit opponent units to provoke them. In this interesting situation the opposition controlled provoked unit will attack on the next available turn of the controller of the Instigo.
E.g. Your Instigo attacks opposing mud golem -> Opponent's turn -> Opposing mud golem attacks tile immediately in front of it -> Opponent's turn.
Instigo cannot move away until provoked unit has attacked.
Counts as 1 unit.
--
Provocation
This state warrants it's own little section.
Loss of blocking - A provoked unit cannot block
Health one-way linkage - Provoked units share damage dealt to them with the Instigo that attacked them. Armour is applied for provoked unit before sharing and Instigo's armour is applied on top of the damage shared to it. e.g. 30 damage dealt to provoked knight. Armour of knight reduces it to 24 which is split between so the knight takes 12 dmg and the Instigo takes 11. However it is one way so if a pyro were to hit both the Knight would take 6 and the Instigo would take 19 (14+5).
Attack type rules - 99 poision damage leaves the attacked unit at 1 health, 99 paralysis damage is simply normal paralysis, 99 heal damage heals unit for 99 hp, however 99 stone damage or 99 furgon summon **doesn't** give +99% armour, 99hp shrub ^_^. Also no matter what unit is provoked it is still always just the immediate tile infront of the unit that gets hit for 99 damage. So ignore stuff like the pyro's attack pattern that would ironically always hit itself for 99 damage.
Spin-on-hit - This is vital. When a provoked unit is hit by a directional attack, as in, all melee attacks and dragon's attack (so not Pyro or DMW att.) the unit will face the same direction the attack was going. So the simple way of thinking it is after it is hit the provoked unit face the opposite way as if it would've blocked the attack (away from the attacker).
Recovery - On a provoked attack all that happens that turn is the attack. The provoked unit is not then allowed to move on the same turn. Recovery after a provoked attack is same as normal attack recovery times.
No Wards - Wards cannot be provoked.
--
Notes
There are so many things to note with this unit. Note the range of the provocative attack is 1 so obviously using this unit without assessing what threatening units your opponent has simply means you lose your Instigo (they spin the provoked unit back at the Instigo) or potentially another adjacent unit. However the unit itself if worked very cleverly is your opponents greatest threat.
The unit base specs is designed so that it can follow the most standard unit in the game, the Knight. Imagine that you advance your knight, attack with it, then follow it up with the Instigo and provoke the knight, then knight attacks with 99 dmg, knight waits, knight moves and attacks, Instigo follows up and provokes, so on so forth. If only it were that simple though... One hit on the knight when it's provoked and your Instigo is dead.
Here's another situation that i think this unit fits perfectly. Your opponent teleports their mudgolem in and quakes your turtle. You position ANY damage unit facing it, provoke it and then next turn the mud golem is dead. Units like the muddy won't be able to charge in without certain death where the provoked unit can be protected at the back of the turtle.
Abuse: Using provocation on opponent units to eliminate immediate threats. Not sure if this would be such a big thing as anytime you use the Instigo you can have the effects turned around by your opponent, but potentially making an opponent unit begin their attack recovery again without being able to retreat could be bad. Could be good too. What do you think? Tactic or abuse?
Disadvantage: I hate to say it, but this is yet another unit that has increased the usefulness of scouts and golem ambushers as being units that can hit and spin a provoked unit from long range. Unavoidable I'm afraid. However without scouts the unit would be perhaps overpowered.
--
Reasoning
When i read the competition of 99 power thread basically every unit posted would change the game such that the unit that does 99 dmg becomes the centre of attention until it dies or loses enough power it becomes useless. So units that swap sides completely change game play into controlling that unit, because if you don't then your opponent automatically wins. Or the unit gets a few quick kills in start game then does basically nothing after that. So my aim with this unit was sustained pressure, not just in start game but also didn't control the entire game.
In fact this unit is much better in endgame than anywhere else. When your opponent has lost pieces so lost potential threats to spinning a provoked unit you can deal a swift and painful death.
But I have to say probably the coolest thing about this unit is what it does with clerics. There are many shots at individual unit healers out there but this one is just so awesome. Retreat your damaged unit and take a few more turns to position it infront of your clerics and then it takes 2 more turns and you can heal any unit to full health. Not only that but you could use your OPPONENTS cleric to heal your own units to full health. That is just serious ownage for rubbing salt into wounds.
--
So yeah the reason for posting is because of the competition. I didn't see it when it was open and i'm not expecting to be entered. Was just a cool idea.
Oh yeah and, Buying proofreaders.
Let me introduce everyone to Seed's partner in creating the damn game, Duffman.
plusminus
08-12-2006, 11:22 PM
You quoted that whole post for one line? :huh:
Pitot
08-13-2006, 08:39 AM
It ruins the game with exceptions. In this wonderful game you have basic rules that are not suppose to be broken first. For example, you have attack, movement and turn, turn is suppose to be the last thing you do. If you only move you get 1/2 the recover rounded down, if you only attack you get 1/2 the recover rounded up. You start with movement recovery. Units cannot pass through enemy units. Some units dont let your own units pass by. Some units let your friendly units pass by. Some units have focus spell, some have attacking power. If you get attacked while in focus you lose focus. Then indvidual units have basic rules to comply with. Your unit not only adds exceptions to the basic rules of the game. It creates complex unit rules, not only for itself, but everything it can and can't attack.
Pheonix
08-13-2006, 08:47 AM
I love how you're attempting to teach Serge the game....
Just realize we've been around longer.....much....longer.
How would you balance a 99 power unit hmm? You wouldn't. Duffman did an impressive job.
I can't believe I downloaded AIM (which I should have done a long time ago) and you turned out to not even be logged in. I don't even know if it's working or not so send me something :)
This is really good. So a unit has to wait for any recovery it may have to go away when it is provoked? Anyway I had a similar idea and you really made it work. So are you going to be more active on the forums now :) ? Also I can't help but feel that either the range or the movement is 1 to small
what R j00 AIM?
good unit btw >.>
It ruins the game with exceptions. In this wonderful game you have basic rules that are not suppose to be broken first. For example, you have attack, movement and turn, turn is suppose to be the last thing you do. If you only move you get 1/2 the recover rounded down, if you only attack you get 1/2 the recover rounded up. You start with movement recovery. Units cannot pass through enemy units. Some units dont let your own units pass by. Some units let your friendly units pass by. Some units have focus spell, some have attacking power. If you get attacked while in focus you lose focus. Then indvidual units have basic rules to comply with. Your unit not only adds exceptions to the basic rules of the game. It creates complex unit rules, not only for itself, but everything it can and can't attack.
please stab yourself, kthx.
Duffman
08-13-2006, 04:42 PM
It ruins the game with exceptions. In this wonderful game you have basic rules that are not suppose to be broken first. For example, you have attack, movement and turn, turn is suppose to be the last thing you do. If you only move you get 1/2 the recover rounded down, if you only attack you get 1/2 the recover rounded up. You start with movement recovery. Units cannot pass through enemy units. Some units dont let your own units pass by. Some units let your friendly units pass by. Some units have focus spell, some have attacking power. If you get attacked while in focus you lose focus. Then indvidual units have basic rules to comply with. Your unit not only adds exceptions to the basic rules of the game. It creates complex unit rules, not only for itself, but everything it can and can't attack.
Well except for wards who get full recovery from just attacking. They are an exception to this rule because they can't move. So apart from that exception no other exceptions are allowed. My unit must be a shambles then.
As for the complex unit rules, it's not that complex. Provoked unit hits the square in front of it with the same attack type but not attack pattern the unit originally had. I can understand someone new not being able to grasp that idea straight away, but when i was new it took me 1 game to work out how a knight works so having a learning curve isn't something foreign in strategy games. In fact it is imperative.
You seem like the guy that would've complained when they brought units with teleport in, Or when they made a unit that counts for 2 units.
Don't get me wrong. I see your point that if people keep making exceptions to how you have defined the 'rules' then you lose simplicity and ease of use. But this is create-a-unit. Thats all we do here, be creative. We don't need to think of how we are increasing unit rules so making the game harder for people to learn. We aren't marketing the game. We are making units that theoretically would be good ingame and fun to use. We aren't making units that make a good foundation and the basis of a solid marketable game.
Pitot
08-13-2006, 08:55 PM
I understand we need to be creative, but changing the the recovery rule is wrong. and i didnt like the teleporting rule when it first came out and I still dont like. The entire strategy of the game changed. The 2 unit thing i liked though. It added strategy. Also the "unit does not move for friendly unit", i didnt like. It was weird, didnt understand it. It barely ever has any real affect. The wisp not being affected by mud quake I liked. Because I dont like the teleport thing. I accept the rules, but I have my rights to complain. But I am telling you I think this unit is creative, but very possibly overpowering when used with a turt.
shatterstar
08-13-2006, 09:05 PM
I understand we need to be creative, but changing the the recovery rule is wrong.
creative license. thats the point of CAU. adhering to the established rules helps in smplification. but nothing's set in stone. this unit is a prime example of a good violation.
and i didnt like the teleporting rule when it first came out and I still dont like. The entire strategy of the game changed.
and that's bad how?
The 2 unit thing i liked though. It added strategy. Also the "unit does not move for friendly unit", i didnt like. It was weird, didnt understand it. It barely ever has any real affect. The wisp not being affected by mud quake I liked. Because I dont like the teleport thing. I accept the rules, but I have my rights to complain.
you do, and i excersize my right to call you deluded.
But I am telling you I think this unit is creative, but very possibly overpowering when used with a turt.
there is a good counter to the unit. it's overpowered only if you let it.
I understand we need to be creative, but changing the the recovery rule is wrong. and i didnt like the teleporting rule when it first came out and I still dont like. The entire strategy of the game changed. The 2 unit thing i liked though. It added strategy. Also the "unit does not move for friendly unit", i didnt like. It was weird, didnt understand it. It barely ever has any real affect. The wisp not being affected by mud quake I liked. Because I dont like the teleport thing. I accept the rules, but I have my rights to complain. But I am telling you I think this unit is creative, but very possibly overpowering when used with a turt.
try spelling my name wrong, then do it right, thanks.
btw, you still suck @ CAU.
Cross Punisher
08-13-2006, 11:21 PM
I agree with Pilot that this unit does not follow standard rules stated for the recovery of units with the capability to move.
Pheonix
08-14-2006, 07:56 AM
But, does that make you hate the whole unit or at least complain about how it would ruin all of tao? Woe is him.
-To Pilot- I fully understand not liking rules, I quit for 2 years cause of the GA, and I personally hate the blocking rule, and the first turn thing sucks when playing as grey, but I don't complain about it. That's what happened and I'll adapt to it. Suppose this unit was added to tao, would you just give up and throw a fit and quit like I once did? Or would you be a better man than me, and stay and adapt and learn to play with a new rule?
All games update, and change, and modify themselves. New rules and concepts happen, in all games. This is no different. I guess you would just be asking for a no Instigo game then...
TAO_Chaos1
08-14-2006, 08:51 AM
Yeah I really like it, it's creative, balanced, well-thought out, original, everything a unit needs to be. Good Job.
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