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shatterstar
08-18-2006, 08:32 PM
aaahm baaack. inspiration for this unit (http://www.bigroadstudios.com/di_sketch/images/slinky.jpg)

Unit: Qua'el Creepling
Background: A really long creature that crawled out of the deepest caves. Has 2 stubby and powerful legs at each end. Equipped with a bony beak that it uses for gouges tunnels in granite. Rumored to be the larval form of something vastly larger.

HP: 45
armor: 13
recovery: 2 (1 for movement, 1 for attack)
Blocking: 38%front, 19% sides. edited: 26%front, 13% sides
Power: 19

This unit's movement and attacked are based on the idea of it rearing up on its hind legs, arching forward, landing its forelegs on another tile and bringing the rest forward.

movement:
movement range is 4. Its normal movement is to move 1 tile at a time, like a normal walking unit. if the way is blocked, it has the abilty to loop over 1 obstacle in a straight line. a loop-over counts as 2-tile movement.

all-in-1 example:

XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX

X - creepling.
X - obstacles
X - reachable tiles.
X - unreachable tiles.


Attack Range: 3 in a straight line. non-los. hits 1 unit. blockable, reducable.
caveat: for non-adjacent targets, there must be a tile directly in front of the target(creepling's Point-of-view) for the creepling to put its forelegs on before attack.


XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX

X - creepling.
X - hittable targets.
X - range
X - unhittable targets.


apologies if this has been made before (which i doubt) but i havent a clue how to search for this. i'll edit in an analysis laterz.

Toledo 13
08-18-2006, 08:47 PM
I like the unit as a whole alot, especially his movement, I've seen similar movement types but this is a solid, and purposeful version.


But I'm a little confused with his attack. What is the "range"(white x) for?

shatterstar
08-18-2006, 08:52 PM
the white Xs are empty tiles within his range. in the game they would be the orange marked tiles that the creepling is allowed to consider attacking.

on top of that i overlaid targets, sorted by unhittable and hittable.

Smiley_Girl
08-18-2006, 08:55 PM
Can you explain the attack better? I just can't get it, I understand the movement and I like it, I made something like this, called Jotta, check my archive :p I like it so far, just wanna know how it attacks.

Toledo 13
08-18-2006, 08:55 PM
So what's the difference between, "hittable target" and "range" ?

ThorinH
08-18-2006, 08:56 PM
Hmm. I understand everything you explained, but I think this bad boy is WAY overpowered. Armor AND blocking% for somthing that can hit a unit 3 squares away for 19 power without worrying about LOS??? And with such a short recovery time and 4 movement your in the back row tearing up things before anything really begins.

Toledo 13
08-18-2006, 09:00 PM
Hmm. I understand everything you explained, but I think this bad boy is WAY overpowered. Armor AND blocking% for somthing that can hit a unit 3 squares away for 19 power without worrying about LOS??? And with such a short recovery time and 4 movement your in the back row tearing up things before anything really begins.

But it has quite low blocking and low armor. But, thorin brings up a valid point, I would edit recovery time to 3, and tone the armor down a smudge.

ThorinH
08-18-2006, 09:04 PM
well, the idea of MOST setups is to keep your weaker, but more valuable guys protected by your stronger guys right. With that nasty monster you might be able to take the cleric out by turn 3 with a little blocking help.

shatterstar
08-18-2006, 09:28 PM
[creepling] [unit1]_____[unit2]
^ ^
| |
no space needed. empty tile required irrespective of unit1's prescence.

[creepling] _____[unit1][unit2]
^ ^
| |
empty tile needed to hit unit1 unit 2 cannot be hit.

does that help?

on the durability front, i think HP+armor wise it isnt too far from the mudd in terms of durability. a knight does 19 damage to it which kills it in 3 hits with a heal. i thought with its infiltration capability it needed to be tough, but i am not a fan on blocking in general, so im dropping that to 26%.

it now has 43 HP, 26% blocking (berz-ish) + 13 armor since ive noticed compaints of the berz being puny.

recovery: i dont want to give it 3 recovery since the only other comparable offensive units with 3 recov. are the DT and 'busher, both for obvious reasons. i dont htink this needs that.

Smiley_Girl
08-18-2006, 09:31 PM
[creepling] [unit1]_____[unit2]
^ ^
| |
no space needed. empty tile required irrespective of unit1's prescence.

[creepling] _____[unit1][unit2]
^ ^
| |
empty tile needed to hit unit1 unit 2 cannot be hit.

does that help?

on the durability front, i think HP+armor wise it isnt too far from the mudd in terms of durability. a knight does 19 damage to it which kills it in 3 hits with a heal. i thought with its infiltration capability it needed to be tough, but i am not a fan on blocking in general, so im dropping that to 26%.

it now has 43 HP, 26% blocking (berz) + 13 armor since ive noticed compaints of the berz being puny.

I get it!
With 19 attack, it's balanced, with a sweet movement and a sucky attack, it's balanced, with 2 recovery and 45 health, it's balanced, with 13 armor and 38 blocking, it's balanced, pretty even if I do say so myself. :) Thumbs up, It's not overpowered guys, if anything i'd swing underpowered, it's attack really sucks, but makes up for it with movement ;)

Toledo 13
08-18-2006, 09:39 PM
[creepling] [unit1]_____[unit2]
^ ^
| |
no space needed. empty tile required irrespective of unit1's prescence.

[creepling] _____[unit1][unit2]
^ ^
| |
empty tile needed to hit unit1 unit 2 cannot be hit.

does that help?

on the durability front, i think HP+armor wise it isnt too far from the mudd in terms of durability. a knight does 19 damage to it which kills it in 3 hits with a heal. i thought with its infiltration capability it needed to be tough, but i am not a fan on blocking in general, so im dropping that to 26%.

it now has 43 HP, 26% blocking (berz-ish) + 13 armor since ive noticed compaints of the berz being puny.

recovery: i dont want to give it 3 recovery since the only other offensive units with 3 recov. are the DT and 'busher, both for obvious reasons. i dont htink this needs that.

Ahhh, much better. I understand now, great concept. Good edits, I like this unit.

shatterstar
08-18-2006, 09:40 PM
gracie y'all. :)

well, it can always function perfectly fine as a melee unit. the range is a little tricky to use but it will have its situations to shine. the thing is, with the ultra-flexible movement and potential range, its hard to comprehensively defend against it.

edit: read the j.o.t.t.a. tis tres cool, reminds me of my acrobat.

Toledo 13
08-18-2006, 09:41 PM
Kind of like a wisp, but less n00bish.

deleryn
08-18-2006, 10:31 PM
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXX

X - creepling.
X - obstacles
X - reachable tiles.
X - unreachable tiles.

Now, in this example (upper right), I don't get why you couldn't get around one obstacle like this:


XXXX
XXXX
XXXX
XXXX
XXXX


X - creepling.
X - obstacles
X - reachable tiles.
X - unreachable tiles.


The only thing i dislike is that messing with movement like that would be difficult and teleport is already there for it, but its a solid 1/2 teleporting unit.

shatterstar
08-18-2006, 10:39 PM
eh, yes you're right. ii missed that route. edited. thx.

d you mean dificult from a coding point of view? yeah i guess, i dont really knwo actionscript enough. either way i generally ignore that factor since non of these are gowan get made.

heartagram69
08-19-2006, 03:46 PM
Nice unit, I really like it. Balanced, well thought out, nifty movement. Nice job Shatterstar, although you usually do do a great job on your units :rolleyes: .

Forest_Archer
08-19-2006, 04:37 PM
You honestly think that your diagrams are clear?

shatterstar
08-19-2006, 04:53 PM
when'd i ever say that? i do my best.

and this isn't that easy a unit to explain.

Forest_Archer
08-19-2006, 04:56 PM
:happy: It's just so confusing. I don't get it at all.

shatterstar
08-19-2006, 05:09 PM
movement: normal walking + ability to step over 1 unit in its way. just like a human would step over a log.

attack: regular melee + ability to attack upto 3 tiles away IF theres an empty tile in front of the target.
the 2nd diagram in post #9 explains it a lot better.
here's more:
hittable targets:
[c]__[X]__
[c]__.__[X]
[c][X]__[X]

unhittable targets:
[c][hittable][unhittable]___
[c]___[hittable][unhittable]

Pheonix
08-22-2006, 08:10 PM
I know it's a terribly late reply...too busy lately.

One guy said it was too strong, I looked at it as around a BR durabilty, but two turns. Sicne then he lowered blocking, and this guy only hits one unit.

and the graphs are a little hard to read, simply cause bolded white X's are one thing and plain X's are another, I would pick a color for one of them and then it's easy to get.

Now that I'm on track....I like the unit a lot. He would be rough to learn to use well, but thats half the fun, and could be near impossible to gaurd against if somebody knew what s/he was doing....I really like it.
(Slinky = awesome)

shatterstar
04-14-2008, 07:14 AM
this unit had an overdose of awesome.

bloodreign
04-14-2008, 12:17 PM
Yes it OD on awesomeness, i think because it mixed a little 733T in there as well. :D

man i miss all you vets.

Never Back Down
04-14-2008, 07:24 PM
difficult name to pronounce, lol other that pretty cool :)