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Ancient Ooze
07-19-2007, 04:36 PM
-=Ooze only feeling fear and anger would turn his greatest opponents against his friends and allies.=-

Name: Ooze
Hp:30
power:0
Range:0
Block:0
Movement:1
Recovery 2
armor 0

Ooze is an Ooze unit that would be same color as team, and should look like a puddle crawling and sliding across the floor.

Ooze only moves 1 tile so if it moves it will have to wait 2 turns after that before you can move it again, but If there is a unit currently occupying the tile it will become Ooze's host.

ATTACK- Ooze takes control of enemy or friendly units. Ooze is a parsite that needs a host to do any fighting. Once it has chosen a host it will be on him until that host dies. When this host unit dies, Ooze will be left in is place without a host. Then Ooze can choose a new host to control.

Ooze is very slow with only 1 movement. Ooze is very weak because it has very little life, and no blocking or armor and it has to wait after every move, but it can completely control a stronger unit.

Its in-game applications...

It can stand by the Cleric as a guard so no close combat units can hurt it.

Ooze is very slow, so you may decide to put him on one of your own knights and march him down the field at a quicker pace. If that knight dies your Ooze will be left in his spot which can be a very good thing or bad thing depending upon the distance between Ooze and the next unit. If Ooze is close enough to another unit you may take control of it, but if there is to much space Ooze will easily die in 2 hits from any unit.

Now this may sound to powerful but it can easily be stopped. You can easily kill Ooze with Dragon, Scout, Frost Golem, Wisp, Mud Golem, Golem Ambusher, Pyromancer, Witch, Dragon Speaker Mage, Enchantress, Lighting Ward, Beast Rider or another other units that aren't close combat and dont have to worry about being controlled. Even a Furgon can run up and put shrubs around Ooze, and because Ooze can't teleport he is an easy target for enemy scouts. A Wisp floats above the ground and is unaffected by mud quakes and is also out of reach of the Ooze which will can be strategically used to block Ooze's path. So Wisp will also be a great counter to this unit.

Grays would also be able to kill it, but it would be hard to kill with just Knights and Assassins.

One Ooze cannot take control of another Ooze. Nor can one Ooze take control of a unit that your Ooze is already on.

So if there Ooze was protecting there cleric and your Ooze was on your knight. Your knight would be able to go attack both Ooze and Cleric without worrying about being controlled.

Another example of how it could be used... An enemy dragon shot your knight reducing him down to 10 life. You can take this weak knight as a host, and run it up to the dragon while it recovers. On your next turn you kill your own knight leaving the Ooze in his place without a host. SUPPOSING that your Ooze has enough life to survive in the open. On your next turn you gain control of the dragon. Now when this dragon dies later on. Ooze will be left in his place just as weak as he was before he took the dragon. Ooze will die quickly unless he finds another host.

Or you can strategically paralyze units and get your Ooze up to that unit and take control of it, but it is still paralyzed. So when you stop paralyzing that unit it will be under your control.

Everyone is complaining that this game is getting boring and needs to strategys or rules, and this is just the unit to add.

Im sure when someone thought of the Dragon Speaker Mage with 27 damage to 5 squares in one attack. That people saw it as wayyyy to overpowering, but it changed the game and a lot of the rules and setups of this game.

There are rules made against DSM, and so there would be rules against Ooze that would give its own new way of strategic play.

DSM gave birth to a new way to rush, and maybe Ooze would be a start to a new type of Turtling rules or make a new type of style all together.

Also...

We can change the ability of this unit into anything we want... So if it was better that this unit can take hosts and Ooze slowly deals damage to that unit until it dies and then takes another host, or parlyzes and deals damage to its host.

The possiblilties for this new unit are endless.

Please think about it and tell me what you think and how it can be improved.

booyaka619
07-28-2007, 07:49 PM
Why'd u make 2 threads on the same unit :dry:

†Eric‡
07-28-2007, 07:56 PM
its an interesting unit but it would be very hard to use... but i suppose if you played it well enough then it would be an amazing unit.

Tao Gladiator
07-28-2007, 10:08 PM
yeah seriously dont make 2 threads about the same unit, most of the people on tao hate this unit anyway it's interesting but way to difficult to use if ur not an experienced player.

Ancient Ooze
07-29-2007, 10:05 PM
The double post was and accident, i clicked it and it didn't do anything so i did it again, then it started to work, i already said sorry.

Sith Happens
07-30-2007, 02:26 PM
I didn't get half of what you said because your English is somewhat horrible but from I got this unit takes a unit and it's yours until the unit dies. So take a DT and have two. Then you said that it takes damage instead of the unit example of the cleric which contradicted what you said in the last paragraph. (Again this is what I undterstood.) Major abuse potential but I guess it's some-what balanced due to it's low health.

5/10

bobo99
07-30-2007, 05:47 PM
Kill this thread, please. Interesting idea, but the ability to take a opponents unit is too powerful. Keep trying though :)

dirka dirka
07-30-2007, 11:00 PM
I like it. Well thought out.

bloodreign
07-31-2007, 12:28 AM
Hmmmm lets keep bumping this thread to keep it front page....FOREVER! muahahahahahahah other than that it IS a balanced unit.


I mean its placement is key... either up front, or in a turt..it would not survive in the middle of a skirmish. Nice unit, although i'm not keen on possesion ...unless it's by the devil YYEEAAAAAAGH!

*Sanosuke*
07-31-2007, 04:04 AM
someone went crazy with the caffeine....

*TBS*_H&
07-31-2007, 09:49 AM
someone went crazy with the caffeine....
hook,line,and sinker

Rico Suave
07-31-2007, 04:56 PM
That unit would own haha.

Ancient Ooze
04-26-2008, 11:04 AM
Yes its a very good unit. You have to think about it for awhile to fully understand.

-=DoW=-
04-26-2008, 11:06 AM
Wow i like it.... So if they have a ooze protecting there cleric. And i have my ooze on a knight. i can pretty much dance around there ooze without worrying about it controling me?

-The Shredder-
04-26-2008, 11:15 AM
Annihilation????? when did you start playing again?? good to see ya.

TGR Leader
04-26-2008, 11:34 AM
Hmmmm lets keep bumping this thread to keep it front page....FOREVER! muahahahahahahah other than that it IS a balanced unit.


I mean its placement is key... either up front, or in a turt..it would not survive in the middle of a skirmish. Nice unit, although i'm not keen on possesion ...unless it's by the devil YYEEAAAAAAGH!

Blood, your unit is 7.000.000.000.000.000.000 continuing... Times better :bigsmile:!

Mr. Freeze
04-26-2008, 12:51 PM
Nice unit. good job. Well balanced in my opinion.

Ancient Ooze
04-26-2008, 08:25 PM
Wow i like it.... So if they have a ooze protecting there cleric. And i have my ooze on a knight. i can pretty much dance around there ooze without worrying about it controling me?

Yup.

Mr. Freeze
04-27-2008, 05:59 PM
Hmmmm lets keep bumping this thread to keep it front page....FOREVER! muahahahahahahah other than that it IS a balanced unit.


I mean its placement is key... either up front, or in a turt..it would not survive in the middle of a skirmish. Nice unit, although i'm not keen on possesion ...unless it's by the devil YYEEAAAAAAGH!

Exactly. It would die from 2 shots from any unit. And it can only move 1 tile every 2 turns. So its placement would be everything.

bloodreign
04-27-2008, 06:27 PM
I love it like a fat kid loves cake! show the ooze some love.

One thing i think people must understand is the fact that it would be a rare occurence for the ooze to gain control of an opponents DT.

Since the opponent knows that the ooze wants it...even if the opponent has an oozed knight attacking the DT... the opponent can try to eliminate the knight at a distance...For one even if you stayed put or moved your DT after shooting or killing the ozzed knight your able to attack from a 3 square distance.. out of possesion range by an ooze..the little oozing is out in the oppen reaching out for the DT...

It is powerful on 2nd turn tho, same side turtle , the ooze even if damaged could potentialy grab an opponents unit...but with a movement of 1 the opponent would have to move just 1 piece out of harms way.

CRAP! barrier this sucka and he would be more of a deterent to a small 2 tile area than a LW.....the opponent would avoid this area like the plauge.

BW ,ooze ,cleric, huddled in the corner! knights would be helpless in killing the ooze.

TRULY A SHAZNASTY CONCEPT.

ANCIENT OOZE FTW X 30000.0000

Whisp transport is a nasty concept...it would destroy turtles!...but a fair bit of planning would have to be in order to pull this off corectly. If the opponent doesn't have a frost, or an enchantress in his turtle set he is "doomed" and i mean DOOMED! when that ooze is released off the whisps body.There is no stopping it when this happens!

This is the only scenario i have problems with ^^^^.

But you could actualy have 2 DT'S on your side if you were lucky enough to get a hold of one of your opponents.

I don't know if this suggestion would make it underpowered...what if when the opponent kills the host unit the ooze is knocked off and has a 1/2 turn recovery? the ooze would have 30 hp providing he wasn't hit with scout or ranged fire previously..this gives the turtlers a chance to kill it (outside the LW nothing can 1 hit kill it)so they would be just damaging it.
So you would have to make sure your ooze is at top health and that your placement is propper when you move the (whisp) or muddy in .
It gives the opponent an option so that he is not helpless against this monstrocity.

WHat about possesing your opponents cleric? does he heal for your side then?
That would be a MORALE BREAKER RIGHT THERE FOR YOUR OPPONENT.!

-The Shredder-
04-28-2008, 05:01 PM
I love it like a fat kid loves cake! show the ooze some love.

One thing i think people must understand is the fact that it would be a rare occurence for the ooze to gain control of an opponents DT.

Since the opponent knows that the ooze wants it...even if the opponent has an oozed knight attacking the DT... the opponent can try to eliminate the knight at a distance...For one even if you stayed put or moved your DT after shooting or killing the ozzed knight your able to attack from a 3 square distance.. out of possesion range by an ooze..the little oozing is out in the oppen reaching out for the DT...

It is powerful on 2nd turn tho, same side turtle , the ooze even if damaged could potentialy grab an opponents unit...but with a movement of 1 the opponent would have to move just 1 piece out of harms way.

CRAP! barrier this sucka and he would be more of a deterent to a small 2 tile area than a LW.....the opponent would avoid this area like the plauge.

BW ,ooze ,cleric, huddled in the corner! knights would be helpless in killing the ooze.

TRULY A SHAZNASTY CONCEPT.

ANCIENT OOZE FTW X 30000.0000

Whisp transport is a nasty concept...it would destroy turtles!...but a fair bit of planning would have to be in order to pull this off corectly. If the opponent doesn't have a frost, or an enchantress in his turtle set he is "doomed" and i mean DOOMED! when that ooze is released off the whisps body.There is no stopping it when this happens!

This is the only scenario i have problems with ^^^^.

But you could actualy have 2 DT'S on your side if you were lucky enough to get a hold of one of your opponents.

I don't know if this suggestion would make it underpowered...what if when the opponent kills the host unit the ooze is knocked off and has a 1/2 turn recovery? the ooze would have 30 hp providing he wasn't hit with scout or ranged fire previously..this gives the turtlers a chance to kill it (outside the LW nothing can 1 hit kill it)so they would be just damaging it.
So you would have to make sure your ooze is at top health and that your placement is propper when you move the (whisp) or muddy in .
It gives the opponent an option so that he is not helpless against this monstrocity.

WHat about possesing your opponents cleric? does he heal for your side then?
That would be a MORALE BREAKER RIGHT THERE FOR YOUR OPPONENT.!

The CAU commitee judges should judge this unit.

map13
04-28-2008, 09:21 PM
since it only moves one space it's not too powerful. It could also be used as a good beggining of game unit or end of game unit...

-The Shredder-
03-19-2009, 01:17 AM
Okay when I made this I was a total noob and couldn't spell or explain anything... So now I've gone back and re-did everything so people can understand. :p

Pay no attention to the title which was obvious proof of how new I was to the TAO community forums when I wrote this. haha

If you have suggestions or ideas on how I could make this unit better just let me know.

zyz
03-19-2009, 04:41 AM
http://img.photobucket.com/albums/v609/Kooshmeister/Movie%20Deaths/Mighty%20Morphin%20Power%20Rangers/mighty_morphin_power_rangers_the-2.jpg
? better

-The Shredder-
03-19-2009, 11:08 AM
Yup better...

We can change the ability of this unit into anything we want... So if it was better that this unit can take hosts and Ooze slowly deals damage to that unit until it dies and then takes another host, or parlyzes and deals damage to its host.

Just extra Ideas.

zyz
03-19-2009, 12:27 PM
why yes its amazing a wound-nor musely amazing idea... damn your a genius..