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xerent
01-21-2004, 02:37 PM
Ok... so I cheated. This is a new unit and game mechanic all in one. Bear with me. ^^

First the game mechanic.

-- Rage. Rage is a variable unique to a formation. That is to say, all friendly units share the same rage value. Rage starts out as 0. Every blockable attack against an enemy unit (i.e. Rage is un-affected by unblockable attacks and focus spells) that is blocked increases the rage value exponentially as per the following formulae where rage = x.

x=x+4+(number of sucessive blocks^2). Rage cannot exceed 100.

If a blockable attack is sucessful against an enemy unit, rage is applied, and then reduced to 0.

One of the values of rage is that it acts as a counter-measure to blocking. Subtract rage from armor of a targeted enemy unit to get new armor. Example: Player 1 has accumulated 50 Rage. Player 1 then attacks a knight with a frontal assault. The knight's chances of blocking is reduced to 30% (80% natural - 50% rage = 30% chance of failure)

Another value of rage is that it adds power to your own units as per the following formulae where rage = x.

x=x+3(number of sucessive blocks)

If a blockable attack is sucessful against an enemy unit, rage is applied, and then reduced to 0.



Now, the unit.


-- Blood Shaman.

Power --
Armor 20
Blocking --
Focus: Enhancement (For both formulae, number of sucessive blocks is now treated as number of sucessive blocks+1)
Attack pattern: Like Cleric.

I recognize these numbers probably need tweaking, but I think this would accomplish a few things.

1) Give 'Turtle' formations some competition.
2) Reduce the chances of rediculous blockings,
3) Give Rise to new strategies. (Take the turtle formation again, you can attack his knights head on, or even a lightning ward to increase your rage, so you can kill a knight or two in one with with a pyromancer. )

Largo
01-21-2004, 03:12 PM
this is kinda confusing, you gain rage if your opponent blocks, and then how is it released? if the person DOESN"T block, then the part where the rage decreases the chance to block is sorta useless, because they didn't block in the first place. and if they did block.. then rage wouldn't be released but added. soo.. how does it work?

xerent
01-21-2004, 03:57 PM
Rage is built as your opponet blocks. The more rage you have, the less chance your opponent has to block. And when your opponent finally fails his block, the attack succeedes with more damage dealt than normal.

It isn't anything that's actively released. There is no 'Use Rage Now' button. It's always working for you until you finally hit, then you have to build up your rage again.

Serge
01-21-2004, 04:43 PM
I like that you are thinking up somethng new, but why do people complain about blocking so much?

xerent
01-21-2004, 05:06 PM
I'll tell you the reason. Because people expect 60% shots to work at critical moments. And when they don't, people complain. Personally, I take steps to ensure 84 - 100% hit success. Heck, I would rather use a dragon to finish off a pyro than risk a side scout attack. And if I'm playing against a defensive player, I don't mind that when I take pot shots, they're mostly misses.

Don't get me wrong, I'm not complaining about blocking. I'm just trying to provide a little competition to the dominant formation out there, which is a defensive turtle, and to please some people along the way.

Although I do get mad when a pyro blocks a side attack for the 5th time in a row. I also feel bad when my own scouts block like matrix neo or something...