Chaosti
04-02-2007, 12:48 PM
This is a fairly simple guide for those interested in participating in the CAU forum. Following this guide may prevent you from getting flamed as noob and putting out some halfway decent units.
Step 1: Purpose
What role is your unit designed to fill? This is simply deciding if your unit will be an offensive or defensive unit. By offense, I mean any type of ability designed to be used against your opponent (damage, paralysis, stat reduction, etc.). By defense, I mean any type of ability designed to be used for your team (healing, armor boost, barrier, etc.).
Step 2: Concept
Now that you've chosen your unit's defensive/offensive designation, you need to pick a way for that unit to fulfill it's purpose. Some concepts were listed above, and others can be found by a little researching. If you should come up with a totally new concept, that's even better.
Step 3: Implementation
This is the true bread and butter portion of CAU, where your creative juices need to be at work. Theres plenty of units already in TAO and CAU. To avoid cloning an existing unit, you need to come up with an innovative way to implement your unit's concept. Implementation can be divided into three parts. You can use one, two, or even all three for your implementation.
-Active Ability: A very simple concept. These are abilities that require activation by the unit's user. You choose the unit, target something, and activate the ability. This portion can be further divided into focus and instant effect. Included here are any additional effects like Unblockable, Stun, LOS ignore, etc.
-Passive Ability: Many creators like to implement passive abilities. However, passive abilities are the most difficult to create well due to balancing. Passive abilities that are currently in TAO include Levitation, Teleportation, 100% irreducible blocking, Dragonspeak, etc.
-Special Ability: Since the addition of the mudquake special, there existed a new mechanic in the game that would allow the use of special abilities. These are abilities that can be used as an alternative to the normal active ability. TAO examples include Mudquake, AssBomb, and Furgon Shrub special.
Step 4: Balancing
This is the step that many people have the most trouble. They get so into creating this cool new ability that they don't put much thought into balance. This is where you decide the other stats of your unit (HP, Armor, Blocking, Movement, Recovery, and Power if necessary). However, stats are not the only way to balance your unit. For example, the golem ambusher cannot hit close-range units to balance out its LOS ignore. There should always be some way to counter your unit using existing TAO units. Keep in mind that your unit's race or type could have some standardized stats that require you to find a way to balance in other areas.
Step 5: Tactics
Think of the other ways that your unit could be used. You need to plan for any and all situations. What happens when the ability is used on a shrub for example. Doing so could reveal flaws in your unit's design which you can go back and fix.
Step 6: Presentation
It's very important to present your idea on the CAU forum in a well-organized way. A good template is to use the TAO unit descriptions. Be as detailed as possible. Display attack and movement patterns.
Step 7: Unit Name and Background
This is a pretty arbitrary step, but it's a fun one.
As an example, I'll break down my Gold-certified Shaman.
1) Purpose: Defense
2) Concept: Healing
3) Implementation: Regeneration
-Active Ability: Focus type. Regenerates +3hp at the end of ever turn (yours and opponent's) on a single target.
-Passive Ability: None
-Special Ability: None
4) Balance: Stats reflect the usual weaknesses of spellcasters and to balance out the powerful effect of healing. A little bit more robust than a cleric due to the inherent weakness of a focus ability.
5) Tactics: Single target gradual healing. Good for damage reduction. Counter to poison wisp and mud quake. Saves future healing turns that can be used for attacking.
6) Presentation: See Shaman page using link below.
7) Unit Name and Background: Again see the Shaman page using link below.
Step 1: Purpose
What role is your unit designed to fill? This is simply deciding if your unit will be an offensive or defensive unit. By offense, I mean any type of ability designed to be used against your opponent (damage, paralysis, stat reduction, etc.). By defense, I mean any type of ability designed to be used for your team (healing, armor boost, barrier, etc.).
Step 2: Concept
Now that you've chosen your unit's defensive/offensive designation, you need to pick a way for that unit to fulfill it's purpose. Some concepts were listed above, and others can be found by a little researching. If you should come up with a totally new concept, that's even better.
Step 3: Implementation
This is the true bread and butter portion of CAU, where your creative juices need to be at work. Theres plenty of units already in TAO and CAU. To avoid cloning an existing unit, you need to come up with an innovative way to implement your unit's concept. Implementation can be divided into three parts. You can use one, two, or even all three for your implementation.
-Active Ability: A very simple concept. These are abilities that require activation by the unit's user. You choose the unit, target something, and activate the ability. This portion can be further divided into focus and instant effect. Included here are any additional effects like Unblockable, Stun, LOS ignore, etc.
-Passive Ability: Many creators like to implement passive abilities. However, passive abilities are the most difficult to create well due to balancing. Passive abilities that are currently in TAO include Levitation, Teleportation, 100% irreducible blocking, Dragonspeak, etc.
-Special Ability: Since the addition of the mudquake special, there existed a new mechanic in the game that would allow the use of special abilities. These are abilities that can be used as an alternative to the normal active ability. TAO examples include Mudquake, AssBomb, and Furgon Shrub special.
Step 4: Balancing
This is the step that many people have the most trouble. They get so into creating this cool new ability that they don't put much thought into balance. This is where you decide the other stats of your unit (HP, Armor, Blocking, Movement, Recovery, and Power if necessary). However, stats are not the only way to balance your unit. For example, the golem ambusher cannot hit close-range units to balance out its LOS ignore. There should always be some way to counter your unit using existing TAO units. Keep in mind that your unit's race or type could have some standardized stats that require you to find a way to balance in other areas.
Step 5: Tactics
Think of the other ways that your unit could be used. You need to plan for any and all situations. What happens when the ability is used on a shrub for example. Doing so could reveal flaws in your unit's design which you can go back and fix.
Step 6: Presentation
It's very important to present your idea on the CAU forum in a well-organized way. A good template is to use the TAO unit descriptions. Be as detailed as possible. Display attack and movement patterns.
Step 7: Unit Name and Background
This is a pretty arbitrary step, but it's a fun one.
As an example, I'll break down my Gold-certified Shaman.
1) Purpose: Defense
2) Concept: Healing
3) Implementation: Regeneration
-Active Ability: Focus type. Regenerates +3hp at the end of ever turn (yours and opponent's) on a single target.
-Passive Ability: None
-Special Ability: None
4) Balance: Stats reflect the usual weaknesses of spellcasters and to balance out the powerful effect of healing. A little bit more robust than a cleric due to the inherent weakness of a focus ability.
5) Tactics: Single target gradual healing. Good for damage reduction. Counter to poison wisp and mud quake. Saves future healing turns that can be used for attacking.
6) Presentation: See Shaman page using link below.
7) Unit Name and Background: Again see the Shaman page using link below.