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Toledo 13
08-12-2006, 02:00 PM
The Transference Ward's power is simple yet effective. It focuses in on a unit, the unit then appears to be barriered by a sphere, it dissappears, and reappears on another square. The Transference Ward consists of two wooden posts that connect at the top forming a bottom-less traingle. In the middle of the triangle is a crystal, which is the color of your units.

HP: 44
Armor: --
Power: --
Range: 4/4
Block: 100%
Movement: --
Wait: 4

Attack Pattern
The TW can attack any unit within this pattern, and then move that unit to any square that is within four of the TW, and within four of the unit attacked.

XXXXXAXXXXX
XXXXAAAXXXX
XXXAAAAAXXX
XXAAAAAAAXX
XAAAATAAAAX
XXAAAAAAAXX
XXXAAAAAXXX
XXXXAAAXXXX
XXXXXAXXXXX

Special Ability: The TW can use its power on any unit within four spaces. It can then teleport that unit to any space within four spaces of the TW(but can only be moved a maximum of four spaces). The unit affected gains wait based on how much wait it already has. The TW cannot turn units, they remain facing the same position. If the TW attacks an enemy unit, it does not gain wait.

http://img73.imageshack.us/img73/7194/char2lq6.png

Wards: The Transference Ward can't move lightning wards, barrier wards, and other transference wards.

Frost Golem/Enchantress: If a unit is being paralyzed by a Frost golem or an enchantress, and is moved by a transference golem, the moved unit becomes unparalyzed.
If the Frost Golem/Enchantress is moved, then the focus ends.

Poison Wisp: If a unit is being poisoned by a poison wisp, and is moved by a transference ward, the moved unit becomes unpoisoned. But, it does not break the poison wisp's focus, so any other units being poisoned, will still be poisoned.
If the wisp itself is moved, then the focus ends.

Barrier Ward: If a unit is being barriered by a barrier ward, and is moved by a transference ward, the moved unit becomes unbarriered.

boogieman
08-12-2006, 02:07 PM
Usually I stay away from CAU, but here's my take on this intriguing unit...

First off, it seems to have a rather large range. But then again, the BW has a large range as well. After reading through and thinking about this, the first problem that comes to mind is the ability to move a paralyzed unit. Take that off.

I'll post more after I get back. :)

Toledo 13
08-12-2006, 02:09 PM
The ability to get rid of paralyzation is of the the Transference Ward's most useful abilities. And think about. A good percent of the time, frost golems paralyze units from the back two rows. If he is in the back row, then the TW can't reach him at all. and he would have to be on the frontline, to reach the second to last row. And placing it on the front line means a quick death, since he has no armor.

Mac Daddy
08-12-2006, 02:13 PM
too overpowerd. try adding more wait time or taking away hp.

shatterstar
08-12-2006, 02:17 PM
what about barriered units?

hmm...i like how comprehensive you made it, and it seems balanced. the ability at first would seem overpowered, but the fact that it theres a limitation to where a unit can be teleported evens it out. i dont think this should be usable on enemy units as its a bit too powerful for that, since it also adds recovery.

one thing that gripes me is that its a ward. so its not going to be as much use in an v.offensive or even an opp-side game, since units are going to be out of range.

edit: boogieman is talking about moving units that are paralyzed, not the FG itself.

Toledo 13
08-12-2006, 02:20 PM
what about barriered units?

hmm...i like how comprehensive you made it, and it seems balanced. the ability at first would seem overpowered, but the fact that it theres a limitation to where a unit can be teleported evens it out. i dont think this should be usable on enemy units as its a bit too powerful for that, since it also adds recovery.

one thing that gripes me is that its a ward. so its not going to be as much use in an v.offensive or even an opp-side game, since units are going to be out of range.

edit: boogieman is talking about moving units that are paralyzed, not the FG itself.

Forgot barriered units. *added barrier ward information*

As for not being used on enemy units. That was the initial intent, but halfway through the making the post, I realized no unit in the game can distinguish ally from enemy... so making it only attack allies seemed out of the question.

If you see it reasonable that it can only attack allies, then I will change it.

boogieman
08-12-2006, 02:34 PM
I see it reasonable that it can attack any unit in its range, but the thing about the paralyzed units still bothers me. If a unit is paralyzed, nothing should be able to move it. Unless you move or break the Frosty or Chanty's focus, it should stay paralyzed.

Toledo 13
08-12-2006, 02:34 PM
I see it reasonable that it can attack any unit in its range, but the thing about the paralyzed units still bothers me. If a unit is paralyzed, nothing should be able to move it. Unless you move or break the Frosty or Chanty's focus, it should stay paralyzed.

So you mean it should be moved, but still be paralyzed?

boogieman
08-12-2006, 02:35 PM
It shouldn't be moved at all... >.<

Lemme think up a scenario and post it in a sec.

shatterstar
08-12-2006, 02:43 PM
for enemy units, im looking at such a scenario:

you're playing as a turt with the TW wide on the flank, out of the stone cluster. (furgy-ish positioning). you face a rush with a frontand center BR who makes the std run 4 tiles down, incidentally ending up next the TW. you could just toss the BR back, add recovery to it and breathe easy.

another one:
you could make a shrub wall and drag in an enemy scout inside the wall, freeze it and wipe it out. if the scout has only moved/fully recovered the ward will add recovery as well.

i came up with these 2 in minutes and im sure there are more potential abuse situations when teleporting opposition units. i'd recommend not adding any recovery to teleported opposing units, that will reduce both the no. of situations and potential gain from using it.

Toledo 13
08-12-2006, 02:47 PM
Great thinking.

*Transference Ward no longer adds wait to enemy units*

boogieman
08-12-2006, 03:04 PM
Ok, here's what I'm talking about. Sorry about the large picture, but it was necessary.
http://img103.imageshack.us/img103/6228/aariangwea2du5.png

As you can see here, the paralyzed knight would be moved back to the back row to protect it. This shouldn't be allowed, because nothing should be able to move a paralyzed unit. (Hence the name "paralyzed") ;) It would be much better to have it move the frosty if it was in range, because that way you could break its focus and move it in range of all your units. But to move a paralyzed unit or break a frosty/chanty focus by any means other than hitting the frosty/chanty shouldn't happen. ;)

EDIT: sorry about the poor depiction of the Transference Ward's appearance... :\

bloodreign
08-12-2006, 03:06 PM
I personaly like this idea, although it has been done many times in the past.

I don't think it should be able to move opponents units, and if it did i would like to see the range down to 3 .

A unit like this in general would make tao a more tactical game indeed, BUT could increase NERFING, just think,you could move a DT or a DSM or a DMW past an enemys LW and get incredible positioning.With no wait turn so next move they are in! and then the next few turns you could move it back into range and put it nicely behind your lines.

Not bad considering if an opponents turtle is on the far side of your formation you could move some units around. or plop your cleric out of AMBUSHER RANGE for a few turns.
Good unit, until it is made i cannot comment on abuse potential or defensive capabitities.:bad:

Toledo 13
08-12-2006, 03:10 PM
As you can see here, the paralyzed knight would be moved back to the back row to protect it. This shouldn't be allowed, because nothing should be able to move a paralyzed unit. (Hence the name "paralyzed") ;) It would be much better to have it move the frosty if it was in range, because that way you could break its focus and move it in range of all your units. But to move a paralyzed unit or break a frosty/chanty focus by any means other than hitting the frosty/chanty shouldn't happen. ;)

EDIT: sorry about the poor depiction of the Transference Ward's appearance... :\

Ah but you see, I you missed a very important detail! The TW can only move a unit a maximum of four spaces...
So he wouldn't be able to get to the back row, and he would be out in the open.

I am however, considering that if you move a paralyzed unit, then he remains paralyzed.

I don't think it should be able to move opponents units

It can't, read up.

boogieman
08-12-2006, 03:13 PM
Ah but you see, I you missed a very important detail! The TW can only move a unit a maximum of four spaces...
So he wouldn't be able to get to the back row, and he would be out in the open.
My mistake... but he can still be moved back behind the ward itself for limited protection. ;)

Toledo 13
08-12-2006, 03:14 PM
My mistake... but he can still be moved back behind the ward itself for limited protection. ;)

Actually he can't, that would be 5 spaces.

boogieman
08-12-2006, 03:16 PM
Ah, so what you mean is he can be moved four spaces from where he was standing... I see.

Toledo 13
08-12-2006, 03:19 PM
Ah, so what you mean is he can be moved four spaces from where he was standing... I see.

Yep.

bloodreign
08-13-2006, 07:00 PM
toledo where does it say you cannot attack an opponents unit?
it seems to me it say ANY UNIT
only that it does not add to a units recovery:confused: Attack Pattern
The TW can attack any unit within this pattern, and then move that unit to any square that is within four of the TW, and within four of the unit attacked.

XXXXXAXXXXX
XXXXAAAXXXX
XXXAAAAAXXX
XXAAAAAAAXX
XAAAATAAAAX
XXAAAAAAAXX
XXXAAAAAXXX
XXXXAAAXXXX
XXXXXAXXXXX

Special Ability: The TW can use its power on any unit within four spaces. It can then teleport that unit to any space within four spaces of the TW(but can only be moved a maximum of four spaces). The unit affected gains wait based on how much wait it already has. The TW cannot turn units, they remain facing the same position. If the TW attacks an enemy unit, it does not gain wait.



maybe you should read up noob!

Toledo 13
08-13-2006, 07:04 PM
toledo where does it say you cannot attack an opponents unit?
it seems to me it say ANY UNIT
only that it does not add to a units recovery:confused:


maybe you should read up noob!

When I said that, that was the case, but I edited the TW from what shatterstar said.

noob! lol.

† Bubacik †
08-14-2006, 11:56 AM
I like the idea, man. Good work.