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tacticman9
12-04-2006, 09:30 PM
Transport Ward has becoming one of the most useful tool in many battle, transporting unit from one location to another. Even if they can only transport unit at a limited range, it is usually be use to retreat unit out of the battle and can also be use to send unit into the battle.

Name: Transport Ward
Race: Human (Immobile)
HP: 44
Armor: 0
Movement: N/A
Blocking: 100% on all sides
Power: Transport (Spell)
Range: 5 (editted from 4)
Recovery: 2 turns
Other information:
-You do not need to destroy Transport Ward for victory.

Transport:
Select one of your own mobile unit within the range of 4, and then select an empty space within the range of 4.* It will "transport" the selected unit to the the empty space you choose. You cannot transport paralyzed, poisoned, and barriered unit. After you transport a unit, that unit will increase recovery by 1 turn (as if it is stunned).

*Note: The range of 4 is referred to the Transport Ward


Here it is, my second unit. What do you think?
Also, please give feedback about its HP, recovery, and range should be. I kinda having trouble thinking of it. ^_^

legacy67
12-05-2006, 05:11 AM
The idea of transporting units has been addressed many times. Conceptually, the issue is sticky as it can lend itself to abusive properties. Your attempt at the concept is by no means one of the worst that has been posted, but it does leave a bit to be desired.

Pros:
- Making the unit a ward - This is both good and bad, the bad I will address later but the good is in limiting the ability of the transport to a specific area rather than allowing it to be used anywhere.
- Adding recovery to the transported unit - This is important as it does some to prevent the use of this in a bomb. I would say that in the case of this unit, the recovery is a bit low, but I will address why later.

Cons:
- Range is too high - Your current edit has the range at 5, but even at 4 the range is too high. You allow the character to be transported anywhere in the range of the ward, allowing for a total shift of 8 (or 10) spaces. This is by far an overly large range for 3 reasons.
1. The range allows too many mistakes to be corrected. Part of the game is foresight, and this unit allows you to rescue units very easily, taking away part of the skill of TAO. This would change the nature of play excessively, allowing lesser skilled players to hide their mistakes. While I believe that the more talented players would find ways to overcome this, the impact to overall game-play would be negative.
2. The range highly boosts the "Bomb" formations. Imagine cutting down the recovery of your DT while at the same time increasing its range. That is approximately what this would do, make the DT the ultimate "Bomb" unit. One could effectively Use the ward as the only means of maneuvering your DT or other high recovery units, while avoiding the recovery time added due to movement.
3. Impact on Turtle Games - I believe this would have to be another unit barred from "Turtle" games. While I am no expert on turtling, this unit would appear to create vulnerabilities in turtling by allowing unit to foray into the opposing formation with great ease. It would also allow easy placement of Scouts for LOS shots, which is a negative for the entire game, not just turtles; the Scout does not need to be more powerful.
- Making it a Ward - Allowing 100% blocking for a unit of this magnitude makes the unit very strong. Not to mention that this creates another full block to LOS. While I did mention before that this unit makes Scouts more powerful, that is for your offense alone. The introduction of another ward is something I have been generally against in all forms, because it allows for overprotection of the priest. Yes I understand that to equip this unit you must sacrifice an attacking unit, but in reality the pace of the game is dictated by your ability to protect your priest, and this could lead to situations where the priest is overly protected. There is also the unlikely event in which a player would place the wards in a way which traps the priest (despite the stupidity of this action) and could lead to draws. I am aware that this only requires 2 wards, but the defensive capabilities of this allow for this outcome to be more likely, not to mention that one could create the cage before the match then transport the priest (or any other unit for that matter) into the cage at a later time, particularly after the opponents casters and ranged units have been eliminated.
- Recovery is too low - this was addressed in the second point on the issue of range.

If you want my take on the idea of transporting units, check out the Scambio Golem in my CAU archive. I'm not claiming to be all knowing, but it is one of my more favorite creations.

In all, this is not a bad attempt for a fledgling CAUer, but the unit does leave much to be desired. Keep at it.

Apocalypse0375
12-28-2006, 12:18 PM
Legacy said everything there is to be said here lol This will just make more people defensive cause why would you attack when you know someone can teleport right next to you...Pretty creative though :bigsmile:

Asianpride55
12-28-2006, 12:54 PM
I don't think this unit is good because it just makes the game more complicated for those who aren't as knowledgeable to all units. Think of an unit next time which isn't too complicated.

The Coder
12-28-2006, 01:38 PM
Overpowered

You realize one could transport a DSM into the middle of someone's set, and then just kill their cleric?

Search

Asianpride55
12-28-2006, 01:41 PM
lol true.

Apocalypse0375
12-28-2006, 10:12 PM
Good point lol

MoonShine
12-29-2006, 07:23 AM
maybe u could put a limit on how far u can put up the ward

Asianpride55
12-29-2006, 10:11 AM
Yea I think maybe two is appropriate.

Ninai
12-29-2006, 06:58 PM
I like this unit. If I consider which unit it should replace i am not so sure, so it isnt as overpowered as some others say.