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View Full Version : Sprout (Not for the weak-minded)


Forest_Archer
07-24-2007, 11:54 AM
Small, two-leafed sprouts scatter among forests and marshes across the land, but few know their secret. In the blanket of night, they latch their roots onto others and soak nutrients from their flesh and bones. Soon enough, they grow into mature plants, and even trees, at the expense of others.

Health: 29 +

Armor: 0

Blocking: 0% +

Movement Range: Cannot move, but doesn't count as a ward

Attack Range:

The Sprout attacks in a unique way, along the edges of squares instead of the tiles themselves. It can attack one of the possible edges shown in red, then goes into focus. However, both units adjacent to the left and right of this line are affected by this attack. Use your imagination to draw in the red border lines for the horizontal attack. The diagram only shows that of the vertical possibilities.


X X X X X
X X|X|X X
X X S X X
X X|X|X X
X X X X X


Attack: The two units affected by this attack cannot be wards. Brown and green stringy roots latch onto the compatible enemies. Effects of the roots:

• + .5 maximum health point in each between-turn the Sprout is in focus, therefore adding 1 maximum health point (that also boosts the current health by one as well) each full round. Max health cannot exceed 50.

• + 1% blocking in each between-turn the Sprout is in focus, therefore adding 2% blocking each full round. Blocking percentage cannot exceed 50%.

• Opponent unit loses 5 current health in each in-between turn the Sprout is in focus, therefore losing 10 current health each full round. The opponent can faint from the roots.

• Tree gets exponentially larger as max health increases.

Focus Breaks: poison, paralysis, roots, or damage to the Sprout. A unit can also attack the roots if one or both of the units to be affected are no longer there. They would attack from one of the two sides possible. The Sprout can also end focus when desired, and cannot reap the benefits from the roots when no units are affected by the roots.

Units affected by roots cannot move, or attack, but can change direction and block. They are set free when the roots are destroyed by focus breaks.

Recovery Time: 3 turns

Questions? I'll definitely revise it, possibly doubling the effects of the roots if both of the tiles are affected, rather than just one.

Forest_Archer
07-26-2007, 08:00 PM
Okay, 61 views. Umm.. ?

*Sanosuke*
07-26-2007, 08:25 PM
I got a couple of questions,

1. Is the shrub placed like a ward though? basically all you gotta do is avoid the 4 tiles.

2.Can roots be unfocused by roots?

3. How does facing affect the roots blocking?

4. and shouldn't it attack its self since its own target according to the line boundries?

Forest_Archer
07-26-2007, 08:29 PM
1.

a. Shrubs can't be affected.
b. Okay, I don't think you understand it. What?

2. Roots can't be placed over other roots.

3. Roots don't have blocking; the Sprout has blocking.

4. No.

*Sanosuke*
07-26-2007, 09:24 PM
Thanks. ^^ seems pretty balanced, i would just take off the blocking majigger and replace it with a damage boost ^^

bloodreign
07-26-2007, 10:25 PM
Um i wouldn't use a sprout as a unit...... even though soul sucking roots are decent, this unit has a coolness factor of -5

*Sanosuke*
07-26-2007, 10:27 PM
units don't need to be cool inorder to be effective.

I BEAT MATHEWS
07-26-2007, 10:35 PM
(Not for the weak-minded)


Sanosuke please read the title carefully before you click.

*Sanosuke*
07-26-2007, 10:43 PM
Gah, dammit, i did it again huh?

I BEAT MATHEWS
07-26-2007, 10:47 PM
This one even came with a warning label...how could you...

ChainHeart
07-27-2007, 08:16 AM
that is one sexy unit

mmmm...T_T im so hungry...

Tao Gladiator
07-27-2007, 10:51 AM
Sounds cool but i also dont think i would use one of them in my set sounds to easy to kill.

Japanese Girl
07-27-2007, 12:21 PM
would the 2 percent block added per full turn really make that much of a difference? maybe you should make it so there are 2 on exact opposite sides of the field but they count as one piece but both attack at the same time that would make it a little harder to kill...

Forest_Archer
07-27-2007, 12:46 PM
would the 2 percent block added per full turn really make that much of a difference? maybe you should make it so there are 2 on exact opposite sides of the field but they count as one piece but both attack at the same time that would make it a little harder to kill...

OMG WHAT?

bobo99
07-27-2007, 02:30 PM
Forest, I like the idea very much. Its ability is very helpful, but with 0 Armor/0 Blocking/29 Hp/0 Movement it's much to easy to kill. Very strategical unit, at times but with such low stats it begs the very important question; "When would this unit be used?".
The best arguement I can think of would be a defensive turtle. The one problem with that is that on FPS there are two scouts, and two scouts kill it without a heal, so I'd personally use a furgon/wisp/knight instead of this. Even the wisp has more survivability!

Forest_Archer
07-27-2007, 03:30 PM
True. I sure wouldn't use the unit :p

shurtugal
08-26-2007, 01:34 PM
i like this unit. you must have put in good time with it