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Xalton
01-20-2004, 12:33 AM
Crusader

HP: 45
Attack: 22
Armor: 25
Movement: 3
recovery: 1
Evade: 80%/40%
Appearance: Like a knight, with a cross on his shield.

When this unit is on the field with a cleric, the Crusader gets -5 attack and -5 armor, and the cleric gets +5 to its healing ability. This bonus applies to all Clerics on the field, for no extra penalty to the Crusader (his inspirational presence affect all the faithful). Multiple Crusaders will not stack the effect (one can only be so inspired).
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Steel Golem

HP: 30
Attack: 15
Armor: 30
Movement: 2
Recovery: 3
Evade: 80% from all directions
Appearance: A smooth, metallic looking Golem (most like Frost Golem)

Not much to say, just a guy who's very big on defense. Will not move for friendlys.

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Blood Golem

HP: 50
Attack: Half Current HP (rounded nearest)
Armor: Halp Current HP (rounded nearest)
Movement: HP/10 (rounded down, minimum 1)
Recovery: 3
Evade: front: Current HP +20%, Side: Half HP+10%
Appearance: Red and dripping, though most like a Mud Golem.

Its own life force is the source of its power. As its wounded, its life fades, and its power as well.

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Mason

HP: 29
Attack: ~
Armor: 5
Movement: 3
Recovery: 4
Evade: 10/5
Appearance: A man wearing coloured overalls, holding a trowel and a brick.

Can create cross shaped walls on open tiles. The range of this ability is 2, and has the same area of effect as a Pyromancer's magic. Any open space within the area of effect will be filled with a Wall. Walls cannot move or attack, do not move out of the way for anybody, cannot be healed, block LOS dependant abilities, have 11 HP, 0% evade, and 50 armor.

EDIT: idea implimented as Furgon, but I still don't know if this inspired it.
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Psionic

HP - 35
Attack - 20, range 2, single targetting, not LoS dependant, unblockable
Armor - 0/50
Movement - 3
Evade - Front: 20 Side: 10
Recovery - 4

A wizard specially trained to destroy warriors from within, exploiting their weakness of mind. However, his method is very volatile, and and allows his victims a path to hurt him too.

Attack Pattern - The psionic opens a channel directly between his mind and his victim's. He deals 16 damage to them (Increased by the Armor %, rather than decreased, since most armored units would have weaker minds than other wizards) and they deal damage to him equal to their atack power against 50 armor. When a Psionic is attacked, he has 0 armor, and 20/10 blocking.

Appearance: Similar to a priest, but wearing a face concealing hooded cloak.

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Eagleman (Beast unit)

HP - 30
Attack - 20
Armor - 10
Movement - 4, flight (counts as teleport)
Evade - 30/15
Recovery - 3

Man like creatures who rule the treetops. Thier attacks come swiftly from above, suprising unwary foes.

Appearance - A man with wings, carrying a small javelin. Clothing is similar to a scout's, but lighter. Team colors appear on feather highlights and the clothes.

Attack Pattern - The thrown javelin has a range of 2, and is single targetting. This ignores line of sight. A unit attacked halves its evasion value.

The eaglemen never fight on the ground, and constantly hover over the battlefield, out of reach of conventional weapons. Eaglemen gain 100% evasion against melee attacks (knight, assassin, beast rider, mud golem) except when paralysed (falls to the ground)
Because it flies above everybody's head, even enemy units can move through the space it occupies.

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Corrosion Ward

HP - 36
Attack - ~ (range 5, focus)
Armor - 0
Movement - 0
Evade - 100% all direction
Recovery - 4

Vile beacons, corrosion wards call sheets of putrid rain, which is toxic and known to weaken any substance

Appearance - 3 sticke leaning against eachotehr, tied in thier centers. Each stick had a claw on teh end of it, and a small gem in the center on top.

A corrosion ward targets an area of 5, like a pyromancer. A unit struck by a Corrosion ward reduces its evasion to 0 and its natural armor to 0. The toxic chemicals harm the target by 5 every turn it acts. If the corrosion ward loses focus, the unit returns to normal.

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Bolded items have been reworked.

Jazierel
01-20-2004, 06:50 AM
Well I can tell you put some thoughts into your units... pretty original! A few comments maybe, though...

I don't think the Crusader is worth either the penality against him or the small bonus he gives the Cleric.

The Steel Golem is too easily killed by magic I think (since its unblockable).

I think the Blood Golem is too powerful right now, but has real potential.

And the Mason, I think is probably the best of the 4 in my opinion. I see you've thought of making the walls weak, but not too weak. Do all 5 spaces have to be clear for the Mason to work, or can there be units in any of those spaces?

Hope the feedback helps!

Xalton
01-20-2004, 11:17 AM
The point of the steel golem is to be more easily taken out by magic than attacks(but with 30 armor, even that can be a chore). I'll think about the blood golem, and reworking the Crusader.

Maybe if the Crusader had all the regular offensive stats of a Knight: 22 attack? I do want at least the crusader's armor reduced with a cleric around, otherwise he'd just be too durable with a cleric's healing. Same goes for the HP...

I think the best way to balance out a Blood Golem, then, is to reduce its Max HP to 40. And I think I want to give it Teleportation now, since its max movement is only 4.

My thoughts on the walls is that they would be placed on any open space in the area of effect. It could be a easyway to block in a knight, if you targetted it directly on him. Of course, the knight could just smash through it, but thats one wasted turn. So! No, you do not need to have every targetted space open, it will only fill the free ones.

ok, the reworked classes have been edited into tejh first post.

Serge
01-20-2004, 02:17 PM
I like the blood golem, very original. I like the mason, but I don't like it, I was about to make a unit that put up a magic wall. So yours is good but you beat me to the idea, grr. The crusader isn't worth it. The steel golem would be too dangerous if you didn't take him out with your magic fast. If I had one and killed alll my opponents magic users, total mayehem. 20% is a small chance of hitting in the end game. Well back to the drawing board for me.

Xalton
01-20-2004, 06:34 PM
While 20% is small, especially in endgame, 15 attack isnt all that big, just probably going to hit more than you ^^

Any other suggestions/comments/thoughs/criticism?

Aro23r
01-20-2004, 09:05 PM
I like the Blood Golem idea. Very original and seems very balanced.

ArcPaladinZero
01-20-2004, 09:42 PM
I love that blood golem, never seen anything like it. Totally unique, finally someone with good ideas.

Xalton
01-20-2004, 11:01 PM
Everybody seems to like the Blood Golem, but I'm having problems balancing it out. I want as many stats as possible to be based on its max HP, but raising HP to make one stat decent would unbalabce another (notably, Movement). As it is, one hit will render the Blood Golem weak and nearly useless (and with only a 40% max evade, it'd be easily hit).

Anybody who has suggestions on a fix for the Blood Golem, please post. The one who puts together teh best composit of balance will gain co-credit for the idea, if it is to be used ^^.

Right, so here's what I came up with as a balance Idea.

HP: 50
Attack: Half of HP (round up)
Armor: Half of HP (round up)
Movement: HP/10 (round down)
Wait: 0 moving, 1 attacking
Evade: Front: HP + 16%, Side: half HP + 8%

Right, the 50 HP was re-instated allowing an unprecedented 5 movement, but with a rounding down feature, and no teleport. This would stop golems from hitting (and killing) back row Clerics first turn, and only allow moving 5 at 100% strength.
Up to 25 attack makes him stronger than a Knight, with the same armor.
The relativly low evasion was what killed the last model, so I beefed it a little. This will start him between Scout and Assassin evasion, but with each hit he becomes more vunerable.

This version also drops teleportation, which really was the only thing preventing him from having 1 turn attack wait. This would allow the Golem more of a chance to exploit his strength and speed without losing it.

I think this improves the problems with the last version, while still not making it broken...any other input?

Largo
01-21-2004, 02:27 PM
2 thoughts on movement:

a: why have the movment be affected at all? just give it like 3 spaces and your good

b: give the movment a cap (like 4 spaces), so that when he gets weaker... his movment slows, but he can't move more than say 4 spaces.

i would make the blocking hp + 20% (front) and hp + 10% (side).

other than that.. this is a great unit which could be used for early first strikes or stay back, protect the cleric, and be an undamaged powerhouse in the endgame.

mason thoughts: me.. being defensive.. likes this unit, but i think the wall's hp should be upped a bit (20, or maybe 30).

Xalton
01-21-2004, 11:09 PM
So make it have teh initial Evade of an assassin? Sounds good.

I'd rather leave its move still depndant on it HP, but i may have to change it yet...

Xalton
01-23-2004, 12:08 PM
Added: Psionic

Please comment/critique

Jazierel
01-23-2004, 12:36 PM
A few suggestions on your Psionic unit:

1. Recovery should always be a singel number. The way recovery works in the game is when the unit moves recovery is 1/2 and rounded down and when the unit attacks the recovery is 1/2 and rounded up.

2. The attack should not be affected by armor (because armor protects the body, not the mind). It might even make more sense to have the attack damage more when a unit has armor (because most of them are non-magic users and therefore might have weaker minds than magic users).

Otherwise I think its pretty cool and works well. Just some ideas!

Xalton
02-03-2004, 03:30 PM
minor edits, new units on thier way. Current versions of previous units upadated in first post. Please continue to comment.

Xalton
02-11-2004, 12:22 AM
Added: corrosion ward, Eagleman.
Edited: lots
Rate and reply, please. Any fixes, as always, are wholeheartedly welcome.

Be sure to nominate me in the sticky if you think i'm worth it [/ShamelessPlug]