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Shadowkill
04-01-2007, 12:32 PM
This tread isnt a joke. Only the guitarist golems name is a joke ( we have an April fools day havent we ), but the idea isnt. So if you thought that you will laugh from some stupid units, you can stop reading. They arent jokes ( i hope :rolleyes: )

Totem

Description: These contraption are the only one that havent been created by humans. Beast made them, and empowered them with magic able to bring back souls of the dead to help the living.

Hit points: 50
Blocking: 100% all sides
Armor: 0
Attack: Souls of the dead ( below )
Attack pattern: All friendly units in range
Range: 4
Movement: 6 teleportation ( haha, of course 0 :bigsmile: )
Wait: Special ( below )

Attack: The attack result depends on what was the last unit with soul that fallen on field ( contraptions doesnt have souls ). If it was a:

Human, then every your unit in range thats in recovery will have one recovery cleared.

Golem, then every your unit in range will become +15 armor until its hit.

Beast, then every your unit with soul that have attack that isnt pre-set will have +5 attack until it attacks.

Recovery depends on how many units become bonuses. Its recovery is then equal to the number of that units. And it loses all the blocking while in recovery.

Guitarist golem

Description: These golems were created to play in a rock and roll band, but they escaped and shrill out a horrible sound at their enemies.

Hit points: 10 ( haha, of course 60 :bigsmile: )
Blocking: 0% front, 0% side
Armor: 0
Attack: 15 unblockable unreducable
Attack pattern: Straight line
Range: The whole line to the edge
Movement: 2 ( slow with heavy guitar )
Recovery: 3

Attack: Its attack continue in a straight line. At the first turn, it hit one tile in front of him. On the second turn, it hit second tile and so on. This attack can be blocked by barriers.

Special: Interference: Im not sure if i spelled it right, but ok. Its when a two sound weaken or strenthen when they meet each other. In this game it means, that when you use guitarist golem when your other sound wave is still in arena, original sound wave attack rises by 5. If enemy uses his guitarist golem when your sound wave is in effect, then your original wave attack decreases by 5. The attack can be stopped by attacking the tile it is currently on.

Clover
04-01-2007, 02:04 PM
I like the unit but Guitarist golem?

Shadowkill
04-01-2007, 02:10 PM
The name is just a joke man.

scb
04-01-2007, 06:51 PM
Guitarist golem: Breaks focus much too easily, and if you can be sure of hitting your target (i.e. lightning ward or full-wait cleric) it's a deadly ranged unit. I'd start a turtle game by firing in line with the opponent's cleric, then his stoney, then where I expect his cleric to move to to evade the attack (so that I can keep threatening it). You could deal a continuous rain of damage from a safe base. Overpowered.

Totem: Underpowered. The only useful bonus is the beast bonus, and while it can be overpowered you'll be too restricted in when you can use it.

Shadowkill
04-02-2007, 12:40 PM
Why you think GG ( guitarist golem ) breaks focus too easily? It take forever till the damage comes to the unit with focus, because it only moves one tile at time. Ok, its too sure to hit some statis targets. So i think i will raise the recovery to 3. If that doesnt enough, i dont know what to do. Maybe make it so that it stops when it encounter a barrier?

And about a totem. I dont think that giving -1 recovery is underpowered. Humans ( especially mages ) die too easily, so you will have chance to use it all the time. Deadly with high recovery units such as LW or DT. Useful with cleric, too. If you think that recovery is the problem, i can make it so that when unit die on field totems recovery time is cleared. And i will increase the golem bonus, althought even now it lets cleric save from two scout shots.

scb
04-02-2007, 08:24 PM
The armor bonus only gets to help against one shot, so it needs to do quite a bit - I'd say at least 10, so that it can block an average hit's worth of damage divided over all your units. 15 is fine. The totem will have some slowness problems, but it can be pretty useful once units start dying.

I suggest giving the opponent a way to stop the guitarist golem's attack - perhaps by attacking it while it's over an empty tile. That way, you won't have a guaranteed hit. If you had time to fire the shot, the opponent should have time to stop it, or at least he will often enough that the attack isn't overpowered.

Shadowkill
04-03-2007, 11:09 AM
Ok, made it so that guitarist golems attack stops when enemy cleric heals. I think thats original, and maybe even balanced.

scb
04-03-2007, 11:40 AM
I think it's underpowered... the opponent will be healing constantly. And if the opponent's cleric dies, you'll have the super focus breaking anyway. I don't think it should be tied to a single unit like that.

Shadowkill
04-03-2007, 02:32 PM
Ok, i will then use your idea of attacking the attack, but it shouldnt be on empty tile only. It should be on units, too.

scb
04-03-2007, 04:30 PM
Well, in that case you would be attacking the unit. I don't think we should mix the cases like that, and having it be empty-space-only will make it a little trickier to get rid of. It still won't be too hard to eliminate, since it would break any shrubs it hits and be vulnerable on the now-empty tile.

Shadowkill
04-04-2007, 07:30 AM
You can still attack it on an empty tiles. But you can do it when its on units, too. Its just a way you can get rid of it when you have a turtle with units with no spaces between them.

scb
04-04-2007, 01:27 PM
If the opponent moves close enough to fire on a solid line of units, he's gotten close enough that an unstoppable attack isn't overpowered. But even then, you can move out of the line and hit the blast.

Silent Fear
04-05-2007, 01:15 AM
dont u just love different variations of golems?

suprised there isnt a "gangsta golem" though