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scb
03-27-2007, 02:21 AM
The central thread (http://www.tacticsarena.com/forum/showthread.php?t=31259)

Use this thread to discuss the best transformer units. While the furgon technically transforms, the change from "Furgon" to "Enraged Furgon" to "Exhausted Furgon" is not a major part of the unit, and therefore is not worthy of placement in this category. No other game units transform.

Transformer units alternate between multiple forms, each of which is part of the unit. What means the unit uses to switch between the forms does not change whether it is a transformer.

Some transformer units to get the discussion started:
Dreamwalker (http://www.tacticsarena.com/forum/showthread.php?t=20922)
Wolf Master (http://www.tacticsarena.com/forum/showthread.php?t=31036)
Mystical Cloak (http://www.tacticsarena.com/forum/showthread.php?t=20864)
Druid (http://www.tacticsarena.com/forum/showthread.php?t=20813)

Walrus
03-27-2007, 07:00 AM
To try to get the discussion rolling;

I think that Transforming concepts need to be very carefully executed. In my personal opinion, a single "form" of a unit should be weaker than a standard TAO (non-transforming) unit, but this is balanced by the fact that it can potentially act as 2 units, as a hybrid, but never be quite as proficient as a standard unit in any of its roles (WoW druids anyone?). I also think that for simplicities sake, the different forms should have the same maximum life - but that is down to opinion too.

The Wolf Master is interesting, the idea of a uncontrollable but predictable shapeshift certainly adds some tactical potential, since both players know when the WM will transform, it is down to them to decide how best to use or counter it. The Werewolf itself appeared overpowered to me at first, but having seen that since the Werewolf only stays for 3 turns at once, there will only ever be enough time for it to deal 2 attacks, so "hit and run" would be paramount to its survival.
The Wolf Master form is rightly weak to add to the aforementioned need for hit and run tactics when utilising this unit.
I would suggest the Werewolf is given a bit more armor, perhaps boost it up to 25.The reason for this is that the way i see this unit, you have to kill it in WM form rather than werewolf form. I see the latter as the time when the werewolf can really get stuck in and do some damage, before having to retreat before it shifts back.
Also, i would change the duration of the werewolf form to 4 turns, simply because 3 isnt really enough to be able to achieve much, even if you focus solely on using the wolf during those three turns.


The Mystical Cloak is....a little complicated. One of my immediate problems with it is that it can be used on a unit and not take up any unit spots in the formation - this is usable by all players so not inately overpowered, but just not a concept i agree with.
The other ways the MC works are interesting, although fairly unimaginative. The fact that the opponent can choose when to unveil the cloak (as long as it is within the first 10 turns) and which unit to unveil it as makes the cloak potentially very weak. Also, at first glance the physical form looks far more powerful than the mage form.
Not one of my favorites, but the concept is certainly unique.

I will look at the druid later :)

scb
03-27-2007, 05:59 PM
Your Dreamwalker transforms as a secondary attack, which I consider the basic, stock method of transformation. The werewolf has an interesting method of transformation that gives the unit a special purpose, not just a dual purpose.

I think the werewolf is better. The dreamwalker seems like it could have been either of the two units, so it's both - the two forms don't have any special complementary purpose. On the other hand, the werewolf has a clear need for the transformation, and the health change system creates an interesting delayed-death mechanic.

On the other hand, the werewolf isn't really better than the knight in its stronger form. I think it's underpowered.

The druid and cloak have awkward transformation systems, one based on the opponent's actions or a fatal delay and the other based on a preplanned unit death.

Walrus
03-28-2007, 04:00 AM
agree on most points there

i feel the werewolf needs to be to an extent overpowered in its werewolf form, making it such that effectively speaking, you have to kill it in its weaker form.

note: i just revamped the Dreamwalker to try to give him more synergy and be less like a bunch of ideas sloppily mashed together.