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AlabamaBoy
01-08-2007, 05:48 PM
Death - Human Spellcaster

Death is the classic black robed and hooded charicter with a scythe.

Power: 1, if the unit is healed next turn the one damage remains.

Health: 50

Blocking: 40% and 20%

Range: One adjacent tile [Knight/Berserker attack pattern]

Armor: 8

Recovery: Primary Attack has no wait,secondary 2 turns movement 1 turn

Movement: 3, teleports

Abilities:

a) Sorrow- Passive Ability, When an opponant unit dies, all opposing units that are withen three tile range of it become sorrowful, They have a one wait turn added to their wait, and their blocking goes up 20%, also if they would be killed instead they are brought to one health.

b) Lasting Stench- Passive Ability, When a Unit dies [friendly or not] they occupy their tile for one additional turn, if an opposing unit walks or teleports to an adjacent tile to the dead creature, then they are dealt one un-reducted damage.

c) Venomous Breath- Deals 20 damage to an already damaged unit rather than the original 1 damage. If the 20 is dealt rather than the one damage, the effect which prevents healing is nulified, therefor the unit can heal if the twenty is dealt.[un-blockable]

Attack pattern for venoumous breath- Adds to attack pattern, diagonaly one space.

scb
01-08-2007, 07:24 PM
This is a neat idea. The "Sorrowful" idea needs more explaining, and I think that both attacks should be unblockable. How about having no secondary attack, though? Just give him 0 wait base and if he attacks a unit that is already hurt, he deals 20 damage instead of 1 and stuns himself for 2. The movement wait should be consistent, regardless of the attack chosen.

For "Sorrowful," specifically, how long does the sorrow last?

AlabamaBoy
01-08-2007, 10:36 PM
You had some good ideas for incorperation, I edited it and added some of your aspects to it.

The Sorrow makes the enemy units stronger, but immobile. They Block better and cant die, but do have an addition wait turn.

scb
01-08-2007, 10:42 PM
But how long does it last? Since it makes enemy units unkillable, it had better not last for the entire game.

AlabamaBoy
01-08-2007, 10:54 PM
Haha no, it just gives you a chance to hit them one more time. One turn.

AlabamaBoy
01-08-2007, 11:17 PM
One turn. I didnt mean to double post here, my computer was acting strange last night.

scb
01-09-2007, 09:27 AM
Well, you'd better clarify that in the first post. Besides that, my only issues with this unit are some messy game mechanics that could be cleared up by making some minor details stay the same no matter what the unit is doing (i.e. movement wait and attack pattern). Other than that, good job, it's a great idea. I would like to see some older members in here speaking on whether the whole-board-affecting passive abilities are new to this forum.

AlabamaBoy
01-09-2007, 02:03 PM
I tried to apply my better idea into the attack of this unit. but the mechanics should be as easy as dsm rule.

scb
01-09-2007, 02:30 PM
Yes, but the DSM only varies in attack power, which I wouldn't expect to be constant. Movement wait, on the other hand... how does that depend on what kind of attack the creature uses? Also, the DSM uses the same attack pattern no matter what his attack power is. I don't think the pattern is central to this unit; just make it range 2 regardless, LOS if you like (though I don't think that's necessary) with a variable attack power that depends on whether the target is already hurt.

AlabamaBoy
01-09-2007, 03:57 PM
Thank you, and so would I, considering it seems as if we are some of the few people actualy posting in CAU, i was considering pm-ing you some concepts, but alas, I do enjoy posting here.

Mr. LeGenD
01-09-2007, 03:58 PM
Alabama is a brilliant unit maker :), Great unit this would be very useful in-game.

AlabamaBoy
01-09-2007, 07:03 PM
Sighs...
Did you see that south park where the kkk join the side they want to have lose simply because no one likes them?