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iamcae
12-12-2006, 11:35 AM
i'm afraid that this unit will come out highly unoriginal but anyway here it is...
HP: 34
Power: Teleport
Armour: --
Blocking: 100%
Recovery: 2
Movement: --
Target: up to 6 squares away
Teleports a unit (can not be used on wards [and teleporter units]) in 6 square radius to a empty square up to 4 tiles away from the unit [unit must stay in ward radius][if teleported away has a 25% chance of failure and 25% chance of loseing 50% procent of units remaining life but teleport still works][after teleport the teleported unit gets +1 turn to recover].

everithing i wrote in to [] means that im letting you to decide.
well what do you think

Hellblazer
12-12-2006, 11:42 AM
You got the unoriginal factor right.
Still, the fact that a failure probability exists is a plus.

iamcae
12-12-2006, 12:23 PM
should or should not the teleporter ward be able to teleport teleporting units

Hellblazer
12-12-2006, 12:28 PM
You mean the DT, Muddy and PW? Well... I think you should have at least a decreased range for them to be teleported.

iamcae
12-12-2006, 01:00 PM
god idea...
HP: 34
Power: Teleport
Armour: --
Blocking: 100%
Recovery: 2
Movement: --
Target: up to 6 squares away
Teleports a unit (can not be used on wards and teleporter units/ward (random) get 1 turn recovery) in 6 square radius to a empty square up to 4 tiles away from the sellected unit. Unit must stay in ward radius, or if teleported out of it has a 25% chance of failure and 25% chance of loseing 50% procent of units remaining life but teleport takes place.
...better this way?

scb
12-12-2006, 11:36 PM
Another teleporter...
I think this is useless; the attack is too unlikely to work. It could never be used fro any strategic guarantee. I would use this on enemy units just for the chance of lowering the health... yes, pull enemy units into my territory. That's the only effective use. When defending well, you get multiple tries at that. And, it's overpowered for that, because it does nasty damage AND takes away the opponent's control of where the unit is. That is very important in a strategy game.

iamcae
12-13-2006, 04:14 AM
yeah ok someone can close this or delete or what ever this is a pointless topic

scb
12-13-2006, 10:47 AM
Don't expect the mods to erase your mistakes. This unit will remain for posterity... but hopefully not be necroed somewhere down the road. :P
Don't abandon your units so easily. Sure, you need to post better ideas, but it's hard to take you seriously when you turn on your own ideas so easily.

Kyir
12-13-2006, 03:48 PM
I don't approve of you, OR your kitchen faucets.

noob.

Lonely Tylenol
12-13-2006, 04:03 PM
Another teleporter...
I think this is useless; the attack is too unlikely to work. It could never be used fro any strategic guarantee. I would use this on enemy units just for the chance of lowering the health... yes, pull enemy units into my territory. That's the only effective use. When defending well, you get multiple tries at that. And, it's overpowered for that, because it does nasty damage AND takes away the opponent's control of where the unit is. That is very important in a strategy game.

I actually like the fail rate. It makes you think twice about what units you move.

It's also a win-win against enemy units. Say a Scout's starting to threaten your Cleric--push him back four spaces, or better yet, deal 20 damage to him, and a Knight could finish him off... Or both!

scb
12-13-2006, 10:33 PM
Drat, I contradicted myself! What I meant at the end was that it was overpowered... ignore the beginning because I changed my mind after that. :p