View Full Version : Water Golem
bloodreign
08-14-2006, 10:01 PM
WATER GOLEM
http://i32.photobucket.com/albums/d34/realistromeo/WATERGOLEM.jpg
These are golems who like taking a bath......(ugh) yeagh.... title is self explanitory.
WATER GOLEM STATS:
HP:60
POWER:6(increments of 3)(blockable)
armor:0%
blocking:0%
movement:3
recovery:2
This is a basic no frills knockback unit that uses a jet of water from his hand to push a unit back.
Here lies the problem, Its attack is incremental, it is one attack split in 3 parts, so in effect a knight could block all 3 increments and get knocked back 3 squares...if he did not block he would take 18 damage in 3 parts 6+6+6
i may have to re-think this unit and perhaps just make him able to push units around at will, with no damage potential.:(
deleryn
08-14-2006, 10:20 PM
The problem is that the units you tend to want to knock back usually can't block. ;)
No new concepts except that it might go in stages. I don't see why it shouldn't be unblockable or knock back either way if it does less damage than other golems. But then the whole uniqueness of it working in stages is out the window.
I dunno, its your unit ;)
ThorinH
08-14-2006, 10:34 PM
Meh, I don't really see how it would be of much use to the game. the attack isn't very useful overall. if your rushing, you don't want to knock the opponent back away from your other units. if your playing defensive, I can think of other units to keep at bay with than this. It's a novelty concept, but I think it would just get tossed aside for things that are better already.
deleryn
08-14-2006, 10:58 PM
Meh, I don't really see how it would be of much use to the game. the attack isn't very useful overall. if your rushing, you don't want to knock the opponent back away from your other units. if your playing defensive, I can think of other units to keep at bay with than this. It's a novelty concept, but I think it would just get tossed aside for things that are better already.
Actually, if you're rushing, you'll want to knock units out of the way so you can fit stuff past their defenses. That would be helpful.
Unfortunately, there've been a lot of units that move things around. People just don't like the thought of an enemy player busting things apart with such a unit, yet (if ever). The strategic complications are numerous.
But if you were serious about making a "knockback" unit, then you'd also have to explain what it does when the attack is diagonal and what happens when another unit is behind the one getting knocked around. So far, I don't even see a range listed :confused:.
Draquist
08-14-2006, 11:17 PM
It would be helpful if it could kindve shoot on an angle but if it only shoots straight on I dont see much of a use for it. I mean, if a knight charges the cleric, hits it once and you have no where to run, shooting it back and then reblocking off would be nice.
Jon888
08-18-2006, 05:03 PM
Very creative but need critiquing and more explanations of the way it attacks, i am still a little confused.
Toledo 13
08-18-2006, 05:58 PM
My Questions
How far can he attack?
Can the unit block only one? or only two?
If it blocks the first one, does the blocking go up for the next two?
If he hits a ward what happens?
If he hits a teleporting unit(wisp, mud golem, DT) What happens?
If there is another unit behind the unit, what happens?
If the unit is on the back wall, what happens?
Is the damage armor reducable?
Hellblazer
08-18-2006, 07:22 PM
That's not bad, but I can forsee the attack not having the full effect as much as needed because, as deleryn stated, the units you might want pushed back won't block.
A good 40%-50% of the units in TAO won't be effected, for the most part.
Kudos for the effort and simplicity, though.
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