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HierophantNexus
03-17-2007, 02:17 AM
Name: Toader

HP: 35
Armor: 0
Power: Turns enemy units into Toads. The toad spell is broken by placing a character of the same allegiance on a tile adjacent to the Toad.
Range : 3
Block: 20
Movement: 3
Wait: 3
Attack Pattern: single tile in range.

Animation: Old lady with a wart on her long nose and a short cane.

Toad

Name: Toad
HP: Whatever the HP was when the unit was turned into a Toad
Armor: 0
Power: 1
Block: 0
Range: 0
Movement: 2
Wait: 2
Attack Pattern: First unit in range in the 4 common directions.

The Dragon gets turned into a larger looking Toad.


Animation: Old lady with a wart on her long nose and a short cane.

The Coder
03-17-2007, 08:32 AM
They're all bad. The only one that isn't incredibly overpowered is the toader. And that's underpowered.

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scb
03-17-2007, 11:46 AM
Don't do the same thing to him that others did to me when I first arrived... but Heirophant, I suggest limiting it to one unit per thread from now on. It makes it easier to pay attention.

Angel: I don't like this unit. I can't say for sure it's overpowered, but it probably won't accomplish what you intended it for. The opponent can still maneuver while the peace is active, bringing more threats to bear.

Heirophant: Teleport an enemy unit into your base to die, teleport an ally into your base to live. Far too powerful. If two of these were on the field, one would trap the other, then would rule the game.

Toader: That's interesting. It's a new way to break the effect. I think it might accomplish what the angel was meant to, but better.

Evil Caster: Overpowered. From a distance, this will take out the enemy cleric easily in two shots before the opponent can break its focus. A furgon will stop the scout, which is the only unit that could possibly arrive in time to stop the focus. This would make tushes necessary for their ability to break the focus death blast. Once the two shots are off, it will be well worth it sacrificing all your other units to let the evil caster wipe out the enemy.

ducky doodoo
03-17-2007, 12:14 PM
GENIOUS just raise every thing up bout 30 ( but recovery] and its perfect

scb
03-17-2007, 12:21 PM
Eh? Ducky? Before you assume these units are great, think about what it would be like to play against these. Assume your opponent is getting them and you aren't.

ducky doodoo
03-17-2007, 12:23 PM
ill eat them alive with my king duck -_^

scb
03-17-2007, 12:35 PM
The same goes for your king duck. If you wouldn't be willing to play against it with just the units already in the game, it's no good.

All you get is the units you have in the game right now. Could you beat someone who was using your king duck and all four of Heirophant's units?

ducky doodoo
03-17-2007, 12:40 PM
yea...

scb
03-17-2007, 01:01 PM
1. Use Peace to All
2. Toadify the duck.
3. No Action
4. No Action
5. Toadify the heirophant.
6. Hit the duck and move next to it.

The duck then proceeds to kill all your units in two quick shots, maybe three if you're very spread-out. You wouldn't stand a chance. Although, a lightning ward plus the duck (just those two units) would be even more deadly. That's a two-turn kill against most forms.

Cross Punisher
03-17-2007, 02:46 PM
scb your wasting your time :bigsmile:

Hierophant the Toader has some potention, but it automatically draws any unit 1 on 1; I don't know if you intended it to do that?

Duke_Quakem
03-17-2007, 03:13 PM
from all the units I like most the angel, but I can't figure out if is too overpowered or balanced...

It could de overpowered in a rush or a chanty/angel combo, and you can use her 2nd power for a forced draw game (not one, but maybe 2 of them on the field could do that... perhaps limit her to 1 only?), besides that it's like a pison wisp without the damage and longer effect...

I've seen 'bout the same abillity on many different ways (+1 wait is the most common choice) and very hard to balance, but I still like her, I dunno why, but I like the unit...

HierophantNexus
03-18-2007, 04:36 PM
Don't do the same thing to him that others did to me when I first arrived... but Heirophant, I suggest limiting it to one unit per thread from now on. It makes it easier to pay attention.

Angel: I don't like this unit. I can't say for sure it's overpowered, but it probably won't accomplish what you intended it for. The opponent can still maneuver while the peace is active, bringing more threats to bear.

Heirophant: Teleport an enemy unit into your base to die, teleport an ally into your base to live. Far too powerful. If two of these were on the field, one would trap the other, then would rule the game.

Toader: That's interesting. It's a new way to break the effect. I think it might accomplish what the angel was meant to, but better.

Evil Caster: Overpowered. From a distance, this will take out the enemy cleric easily in two shots before the opponent can break its focus. A furgon will stop the scout, which is the only unit that could possibly arrive in time to stop the focus. This would make tushes necessary for their ability to break the focus death blast. Once the two shots are off, it will be well worth it sacrificing all your other units to let the evil caster wipe out the enemy.


You are right:
Angel is defective. All the time you get to set up your defences is all the time the oppenant get's to set up to tear them down.

Hierophant Nexus: Is too powerfull with it's range. Although I still think teleporting units can be balanced.

Toader: I think the Toad curse should only be broken only when kissed by an allied unit. This means not only adjacent squares but the units need to face each other. The Toad has to be kissed to break the curse the curse can not be broken if the Toad kisses.

Evil Caster: I think attacks released after a certian time in focus might make for an interesting spin on the game.

Let's go through a scenario.
The Evil Caster starts the focus
Opponent tries to stop evil caster
Evil Caster gets protected from focus breaking attacks
Opponent tries to maneuver to stop Evil Caster
Evil Caster again gets protected focus breaking attacks.
Opponent fails to stop Evil Caster.
Evil Caster casts his dark magic spell. gains a wait time of 2
Opponent heals
Evil Caster has to wait Evil Caster. Evil Caster and his allies get healed
Opponent tries to drop Evil Caster defenses
Evil Caster Again has to wait. Evil Caster again gets protected from attacks.
Opponent tries to tear down defenses.
Evil Caster starts next spell
Opponent tries to stop Evil Caster
Evil Caster and allies get healed
Opponent casts heal
Evil Caster gets protected.
Opponent tries again to stop Evil Caster.
Evil caster again casts his dark magic spell after Opponent has healed for 24.

Evil Caster seams balanced to me. Although the Caster does make many characters vulnerable with such a massive hit. He does not strike so often or so easily as to make him overpowered. If you don't want to get hit by Evil Caster simply create set ups that can stop an enemy caster from completing his spell..

HierophantNexus
03-18-2007, 04:42 PM
Duke_Quakem

You are right about the Chanties and the Frost Golem.

Maybe in the right set up the Angel could be very useful. Although in the set up I was thinking about she'd be defective.

HierophantNexus
03-18-2007, 04:44 PM
scb your wasting your time :bigsmile:

Hierophant the Toader has some potention, but it automatically draws any unit 1 on 1; I don't know if you intended it to do that?

I like the Toader myself. Of course I made her too.

We need a new create a unit commitee.

HierophantNexus
03-18-2007, 04:47 PM
They're all bad. The only one that isn't incredibly overpowered is the toader. And that's underpowered.

Learn To Search

I beg to differ on the Toader I think turning oppenants into Toads without the need to keep focus may make the Toader more power ful than the Chanty or the Frost Golem. Although having not tried it out I'm not sure of the balance.

scb
03-18-2007, 04:56 PM
You are right:
Angel is defective. All the time you get to set up your defences is all the time the oppenant get's to set up to tear them down.

Hierophant Nexus: Is too powerfull with it's range. Although I still think teleporting units can be balanced.

Toader: I think the Toad curse should only be broken only when kissed by an allied unit. This means not only adjacent squares but the units need to face each other. The Toad has to be kissed to break the curse the curse can not be broken if the Toad kisses.

Evil Caster: I think attacks released after a certian time in focus might make for an interesting spin on the game.

Let's go through a scenario.
The Evil Caster starts the focus
Opponent tries to stop evil caster
Evil Caster gets protected from focus breaking attacks
Opponent tries to maneuver to stop Evil Caster
Evil Caster again gets protected focus breaking attacks.
Opponent fails to stop Evil Caster.
Evil Caster casts his dark magic spell. gains a wait time of 2
Opponent heals
Evil Caster has to wait Evil Caster. Evil Caster and his allies get healed
Opponent tries to drop Evil Caster defenses
Evil Caster Again has to wait. Evil Caster again gets protected from attacks.
Opponent tries to tear down defenses.
Evil Caster starts next spell
Opponent tries to stop Evil Caster
Evil Caster and allies get healed
Opponent casts heal
Evil Caster gets protected.
Opponent tries again to stop Evil Caster.
Evil caster again casts his dark magic spell after Opponent has healed for 24.

Evil Caster seams balanced to me. Although the Caster does make many characters vulnerable with such a massive hit. He does not strike so often or so easily as to make him overpowered. If you don't want to get hit by Evil Caster simply create set ups that can stop an enemy caster from completing his spell..

If you go just a little further, the Evil Caster kills the cleric on its third attack, after the cleric has healed three times. If you can protect it that long (which is likely enough in an opposite-side turtle), you kill the opponent's cleric and eave all his units heavily wounded.

Even if the opponent manages to protect his cleric with a barrier ward, stone golem or second cleric, the evil caster becomes the ultimate focus breaker once you have the offensive and the opponent can't send a sortie against it. Because of the similar problems all hit-all-enemy units have had, I am leery of anything with unlimited range, including the Angel and the Heirophant.

I agree that teleporting units can be balanced, however it has never be done and will be very difficult. Give it some careful thought. In some respects it is similar to Knockback, which has been severely repudiated on principle. I think teleport will have to be for your units only to be balanced, among other things. Or, perhaps something good could be done with letting the opponent choose the destination... hmmm, that sounds promising.

As for the toader, I don't think you should be too specific about the kissing; forcing the opponent to move a unit up and face into one of his other units could be very nasty. I think the movement thing is powerful enough. And toads have to be able to free each other. How about giving the toad 2 movement, so that they have a better chance of freeing each other?

HierophantNexus
03-18-2007, 05:10 PM
Nice idea scb

Consider it done.

No face eachother requirement.

Movement for Toads extended to 2

HierophantNexus
03-18-2007, 05:18 PM
And thanks scb for being so patient and understanding.

Your units are good to.

It seems there is no longer a unit committee.

Perhaps a new one should be created?

scb
03-18-2007, 05:44 PM
You're welcome.

I don't see much point to a unit committee, at least in their previous form, since these units don't get into the game. Perhaps if we made a list of the concepts that have been used to date, along with the best one or two implementations of that concept and a note as to whether the concept has been done well yet?

HierophantNexus
03-18-2007, 05:59 PM
Now that is a good idea.

I was rather unimpressed with the selections of the previous committees.

After all unit concepts narrows the playing field in a useful way.

Controlling enemy pieces would be allowed in even if the concept had never been well implemented.

This I like as it would allow concepts never properly developed to get focused on and it would allow properly developed concepts to get recognition.

This would go a long way in reducing the reams of Golds and Platinum Units the other committees came up with.

I would go with this idea as long as it was allowed to necro really old units.

Also a new committee might help bring new units to the game. As it stands now there is actually very few functional formations.

The addition of new units might change that.

scb
03-18-2007, 06:36 PM
I don't think necroing is necessary. If we find it is, we don't actually need permission - we just need a good reason. A purposeful and explained necro post will usually get by. The hardest part of the committee would be what killed the old committees, but to a larger extent - the workload. The old committees only had to consider one unit at a time, while we would be comparing large sets of units and returning only a few results. Perhaps we could remedy this by making the committee more flexible? Perhaps it shouldn't be a committee at all, but a large discussion between all CAUers spread between several threads (one for each concept, possibly, plus one to record the results).

Cross Punisher
03-18-2007, 08:17 PM
i thought they always die because of inactivity?

HierophantNexus
03-18-2007, 08:24 PM
Concept discusions is good.

Now to figure out the concepts.

scb
03-18-2007, 08:36 PM
Inactivity, workload, same thing. OK, I'm making a new thread for this.

Cross Punisher
03-18-2007, 08:43 PM
aren't there too many concepts to list

Abyssion
03-18-2007, 08:57 PM
Name: Angel
HP: 29
Armor: 0
Power: Pacify - Pacify inhibits a characters ability to do damage to other characters. Peace lasts for 3 of the pacified units turns.
Range : 3
Block: 30
Movement: 3
Wait: 3
Attack Pattern: Single tile in range.

Special attack: Peace to All - Peace to All pacifies all both sides for 4 turns. Neither side can deal damage to the other side or start a damage spell for 4 of that sides turns. After the Angel casts peace to all she needs 9 turns to rest.

This character is designed to bring back some of the focus abilities many of the ranged attackers of recent introduction have put out of commission.


Sooo wait... for its special ability only focus units can attack? Can the cleric heal during this time period? I actually like this idea very very much. I think it would be weird too though. Watching people trying to get there units into the other person backfield while being perfectly protected =\ Might be fun or not.


Name: Hierophant Nexus
HP: 33
Armor: 0
Power: transport mobile units. The Hierophant Nexus can travel the spiritual realm of dead and transport mobile units through the realm of the dead to the tile in front of himself. The tile in front of the Hierophant Nexus needs to be empty in order to execute the attack.
Range : unlimited
Block: 20
Movement: 2
Wait: 4
Attack Pattern: Single tile in range.

Animation: The Hierophant Nexus meditates a white sphere of light appears at the units tile that is getting transported. The white sphere of light appears on the tile in front of the Hierophant Nexus than the transported unit appears.
I don't like this idea....


Name: Toader
HP: 35
Armor: 0
Power: Turns enemy units into Toads. The toad spell is broken by placing a character of the same allegiance on a tile adjacent to the Toad.
Range : 3
Block: 20
Movement: 3
Wait: 3
Attack Pattern: single tile in range.

Completely underpowered.

Name: Toad
HP: Whatever the HP was when the unit was turned into a Toad
Armor: 0
Power: 2 Tongue
Block: 0
Range: 2
Movement: 2
Wait: 2
Attack Pattern: First unit in range in the 4 common directions.

The Dragon gets turned into a larger looking Toad.
Animation: Old lady with a wart on her long nose and a short cane.
Sucks!

Name: Evil Caster
HP: 35
Armor: 0
Power: 23 - Takes 2 turns of unbroken focus to activate. Activation is automatic after focus turns are complete. Activation counts as a turn. Enemy gets 3 shots to break focus.
Range: unlimited
Block: 25
Movement: 2
Wait: 3
Attack Pattern: All enemy characters

over powered.

scb
03-18-2007, 09:13 PM
Sooo wait... for its special ability only focus units can attack? Can the cleric heal during this time period? I actually like this idea very very much. I think it would be weird too though. Watching people trying to get there units into the other person backfield while being perfectly protected =\ Might be fun or not.


I don't like this idea....



Completely underpowered.

Sucks!


over powered.

All units that wouldn't get their movement wait at the start wouldn't be affected by the angel. As for the rest, too late, others have said more.

HierophantNexus
03-18-2007, 09:43 PM
All units that wouldn't get their movement wait at the start wouldn't be affected by the angel. As for the rest, too late, others have said more.

I think you misunderstood scb

All units that deal damage would be effected. None of the units that do not deal damage would be effected. So yes Enchantresses, Barrier Wards, Clerics, Stone Golems, Furgons, and Frost Golems. Would be free to do as they please during Peace To All.

All skills that deal damage would be halted.

Abyssion
03-18-2007, 09:45 PM
=\ Attacking units could still move right?

scb
03-18-2007, 09:54 PM
I think you misunderstood scb

All units that deal damage would be effected. None of the units that do not deal damage would be effected. So yes Enchantresses, Barrier Wards, Clerics, Stone Golems, Furgons, and Frost Golems. Would be free to do as they please during Peace To All.

All skills that deal damage would be halted.

I think I got that right. I was referring to the first-turn-wait rule - all units that get their movement recovery at the start of the game would also be prevented from attacking by the angel. That includes the poison wisp, though. Did I get that right?

Knights technically get their movement wait, even though that's 0. :p

HierophantNexus
03-18-2007, 11:58 PM
Damage cuasing units could still move. They just could't cuase damage.