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Jazierel
01-21-2004, 03:09 PM
Description: You know, black robe, scythe... eyes color of team.

Hit Points: 24
Power: Kills Unit. (also 20,15,10 and 5)
Recovery: 1
Movement Range: 1
Blocking: 0%
Armor: 0%
Attack/Attack Pattern: If "Death" moves onto the square where your unit is, that unit dies immediately. Also, following Death is a trail of death. The last square Death was in will do 20 damage if you move into/through it, the one before that 15, the one before that 10 and the 4th one back, 5 points. So basically the last 4 squares Death was in are tainted, hurting either friend or foe that moves into them.

Damage:
- Death is only hurt by healing spells. When the enemy heals, Death receives 6 damage and when your side heals Death receives 12 damage.

Special:
- Death can not be enchanted or frozen.
- Death can not damage contraptions.
- For end game counting, Death is not considered a unit.

Tactics:
- Use Death to attack paralized, frozen or recovering units.
- Using Death too often will cause the death of your own team (as the enemy will be continually attacking your other players while you use up turns moving Death into position).
- Death's "trail of death" can be a problem for both your own units or your enemies, as it affects both caution should be used moving Death around on your side of the board.

*I orginally scraped this idea as too odd/difficult/possibly too powerful, but decided to post it anyways. Let me know what you think. - Anything in bold means it was changed to reflect suggestions. *

strecher
01-21-2004, 03:12 PM
tooo over powered work on it and it will be good.

Largo
01-21-2004, 04:18 PM
woah... WAY to overpowered, can't be killed and causes immediate death? in that case.. all you have to do is have a LOT of knights/clerics in a turtle formation (with maybe a scout) and have your death unit wandering around killing everyone. the turtle formation would be practically invulnerable since you could keep up a healing wave, and then you have an immortal death wandering around which can't be stopped.

possibilities:

give it hp (like.. um.. 40) and say that it ONLY takes damage from ANY cleric healing spell.

give it hp (like 30) and it can take damage.. but that if killed it just comes back in like 2 turns to be placed wherever by the player who has death.

get rid of the instant death thing and just have the plauge trail following it (though.. prolly more like an aura, so its on all 4 sides or something), perhaps increase its movement to 2 spaces

Tequila_Budgie
01-21-2004, 04:43 PM
A one-legged turtle could outrun that thing. You just have to make sure your units are not within (recovery) squares of that thing and you will be fine.

Maybe you could give it a 1 turn recovery for attacking.

Serge
01-21-2004, 05:14 PM
That is really overpowered not like my death unit which I posted first :D
I think you should do what Largo said about give it health but cleric heals hurt it. Cause all you would need to be unstoppable would be 3 knights 2 clerics a LW and that.

Rogue_Wolf
01-21-2004, 05:21 PM
To be able to have that unit, you'd need an Anti-Death unit. Exactly the same but gives a unit full health. The only thing it needs is HP. Its unfair having no weaknesses besides it taking forever to get to a unit. All you have to do is put it upfront, and charge. Give it a weakness.

-Rogue_Wolf

kyrios24
01-21-2004, 05:30 PM
Actually, I like it. A lot. It should definitely have a much higher recovery, though. Let alone any recovery at all. Maybe 5? (so 2 for moving, and 5 if it kills a unit.) It would certainly blast apart turtle formations. Or maybe it should be blockable. But it would be cool having an invincible but slow 1-hitter. Aha. Got it.

Death attacks by moving onto the unit. But it can be blocked. It has no real attack, and cannot attack and move in the same turn (the attack is sort of a move, after all). This would prevent it from hitting magic-users in the front line. I say yes to paralysis. Down with turtle formations! It might still be too strong though... dunno really.

Shadowmyst
01-21-2004, 06:18 PM
real nice idea, u should add in some weaknesses though, maybe like 100 hp and -10 defence

Jazierel
01-21-2004, 08:53 PM
Thanks for all of the suggestions!

I was actually thinking of thing similar to what both Largo and Tequila_Budgie said so I would incorporate them like this (I edited the post above to show this).

Make the recovery the same as the Knight, meaning if he attacks (moves into a character's spot) he has to wait a turn to recover, keeping him from just attacking, and attacking all the time.

Secondly, although the point is to make your enemy scatter in fear, there should be *some* weakness to the unit so I went with this idea. He has 24 Hit Points, but they can only be subtracted by healing spells. Enemy healing spells drop the hit points down by 6, while you own do a damage of 12.

Better?

ArcPaladinZero
01-21-2004, 10:50 PM
Wow... maybe it's just me but that seemed a bit overpowered at first but through all that "confusion" I guess you could say I kinda get the drift of this guy and I do like.

Aro23r
01-21-2004, 10:52 PM
Right now, believe it or not, I think it is too underpowered. Yes, it yields great potential, but with 24 HP, and no way of healing (it only gets hit with damage), it not only cannot be healed, but it would limit your use of the cleric for fear of it killing off your own unit.

Perhaps changing it so that Clerics do heal Death (as contradictory as it may sound.)

ArcPaladinZero
01-21-2004, 10:58 PM
Maybe the clerics can't heal the full 12 to Death, maybe halved? 6 healing, that should balance it out I think.

Jazierel
01-22-2004, 08:58 AM
That's why I didn't post my idea before :D Its is tough and a bit complicated and hard to balance! (Instead I posted the 4 Horsemen of the Apocoylpse, which I think was one of my best creations!). Anyways... I want to try to keep the unit as true to "Death" as possible, so I like the slow movement... but making him unable to be killed presents a serious problem.
I think dying by healing spells is a good way to go in my opinion, but maybe he needs a bit more life? Right now he would die with 4 healing spells from your enemy or two from youself. Maybe that needs to be upped by 50%? -- Although I don't see this unit ever getting put into the game anyways, its just too different from the existing characters I think... but oh well. :rolleyes:

Tequila_Budgie
01-22-2004, 11:42 AM
still, a very original idea. Many ideas are a bit cookie-cutter, but you are always thinking of something new
Kudos to you.