deleryn
12-12-2006, 08:35 PM
This one's a little bit more serious than some of my other units. :rolleyes: ;)
It actually has a number of interesting differences from a furgon, though having both would be a little redundant. I have to admit that it bears some resemblance to the "Digger" and a few others too, but that's unavoidable I think and it isn't a rip-off at all.
Description: Instead of pouring over endless books or scrolls in search of ultimate power or enchanting many wards of great protection, the Artificers devise a cunning scheme that requires a less complicated ability. Because illusion magic is easy to cast, they use it most frequently. Unfortunately, most illusions can be swiftly dispeled by enemy spellcasters and require focus to maintain. On the other hand, they are easy to create and can provide an excellent diversion until thwarted.
The standard illusion used by many Artificers is the "Ward of Illusion". It is such an unremarkable ward that it is incredibly easy to create and maintain the appearance of the illusion--it actually looks like a shimmering mirror but lacks any reflection and is slightly taller than most people. The illusion's key is that it compels all enemies who see it to think that it actually is a wall and not just an illusion, which isn't much more difficult for magic to do than to make a person think that a wall is visible there.
Statistics:
Human Spell-Caster
HP: 37
Power: Ward of Illusion
Armor: 8
Blocking: 0%
Recovery: 2
Movement: 3
Range:
http://www.tacticsarena.com/units/attack3_0_1.gif
Ward of Illusion: The ward has statistics identical to a shrub except with 75% blocking from all sides. Allied units may choose to walk or attack through Wards of Illusion without being seen by your enemy. If an allied unit occupies the same square as a Ward of Illusion, the ward can attempt to block attacks for the unit or the unit can attempt to block, whichever has the most chance to succeed. Any damage done to the square fully applies to the unit and destroys the ward. Focusing abilities are disrupted every turn inside the Ward of Illusion. You can see through any allied illusions. Blocking still applies to attacks made from behind the illusion, if applicable. Wards of Illusion do not block allied LOS, though they will attempt to block a ranged attack made on their square. Finally, the special blocking bonuses and penalties fully apply to both the ward and the unit under it based on which blocking percentage was used.
Strategy: I'd like to think that it's more strategic than the furgon because they can't just be thrown around and forgotten about as easily. On the other hand, an intellegent enemy can't use the illusions against the caster. This should be balanced because the Artificer is probably more easily destroyed than the Furgon. It can't effectively be used with enemy scouts in range unless the Artificer targets his own square as well, in which case your units won't be as capable to move through the illusions. A pyromancer or dragon could always blast through (dispel) the Wards of Illusion if necessary. It is also kindof like a "Stone Golem for blocking" in my mind, but requires more to set it up. It might discourage the standard antirush form because it would own as soon as the muddy and dragon were destroyed.
It would have tremendous abuse potential to protect stone golems, except that allied units aren't capable of focusing inside the ward of illusion. Also, it isn't capable of creating the ward around itself. I'm thinking about changing it so that the Artificer can create the Ward of Illusion around himself, simply to prevent it from becoming scout food, but instead made the illusions block enemy LOS, though it is still vulnerable to the 5-1 trick shot. I was also thinking about making the blocking 100%, but decided against it because it would allow for cheap tricks to keep the game going forever.
The main problem with it is that the furgon is already there. :dry:
Xerent might think it's cool and add it to his game, at least. [/far-fetched]
It actually has a number of interesting differences from a furgon, though having both would be a little redundant. I have to admit that it bears some resemblance to the "Digger" and a few others too, but that's unavoidable I think and it isn't a rip-off at all.
Description: Instead of pouring over endless books or scrolls in search of ultimate power or enchanting many wards of great protection, the Artificers devise a cunning scheme that requires a less complicated ability. Because illusion magic is easy to cast, they use it most frequently. Unfortunately, most illusions can be swiftly dispeled by enemy spellcasters and require focus to maintain. On the other hand, they are easy to create and can provide an excellent diversion until thwarted.
The standard illusion used by many Artificers is the "Ward of Illusion". It is such an unremarkable ward that it is incredibly easy to create and maintain the appearance of the illusion--it actually looks like a shimmering mirror but lacks any reflection and is slightly taller than most people. The illusion's key is that it compels all enemies who see it to think that it actually is a wall and not just an illusion, which isn't much more difficult for magic to do than to make a person think that a wall is visible there.
Statistics:
Human Spell-Caster
HP: 37
Power: Ward of Illusion
Armor: 8
Blocking: 0%
Recovery: 2
Movement: 3
Range:
http://www.tacticsarena.com/units/attack3_0_1.gif
Ward of Illusion: The ward has statistics identical to a shrub except with 75% blocking from all sides. Allied units may choose to walk or attack through Wards of Illusion without being seen by your enemy. If an allied unit occupies the same square as a Ward of Illusion, the ward can attempt to block attacks for the unit or the unit can attempt to block, whichever has the most chance to succeed. Any damage done to the square fully applies to the unit and destroys the ward. Focusing abilities are disrupted every turn inside the Ward of Illusion. You can see through any allied illusions. Blocking still applies to attacks made from behind the illusion, if applicable. Wards of Illusion do not block allied LOS, though they will attempt to block a ranged attack made on their square. Finally, the special blocking bonuses and penalties fully apply to both the ward and the unit under it based on which blocking percentage was used.
Strategy: I'd like to think that it's more strategic than the furgon because they can't just be thrown around and forgotten about as easily. On the other hand, an intellegent enemy can't use the illusions against the caster. This should be balanced because the Artificer is probably more easily destroyed than the Furgon. It can't effectively be used with enemy scouts in range unless the Artificer targets his own square as well, in which case your units won't be as capable to move through the illusions. A pyromancer or dragon could always blast through (dispel) the Wards of Illusion if necessary. It is also kindof like a "Stone Golem for blocking" in my mind, but requires more to set it up. It might discourage the standard antirush form because it would own as soon as the muddy and dragon were destroyed.
It would have tremendous abuse potential to protect stone golems, except that allied units aren't capable of focusing inside the ward of illusion. Also, it isn't capable of creating the ward around itself. I'm thinking about changing it so that the Artificer can create the Ward of Illusion around himself, simply to prevent it from becoming scout food, but instead made the illusions block enemy LOS, though it is still vulnerable to the 5-1 trick shot. I was also thinking about making the blocking 100%, but decided against it because it would allow for cheap tricks to keep the game going forever.
The main problem with it is that the furgon is already there. :dry:
Xerent might think it's cool and add it to his game, at least. [/far-fetched]