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Japanese Girl
08-12-2007, 11:18 AM
Description: An assassin sent from Japan that will do any job for a price...

HP: 40
Armor:18
Blocking: 40% from the front, 20% from the sides

Negative affect: halves the Clerics healing abilities

Recovery time:
1 turn if you just move or attack without moving
2 turns if you move and use a basic attack
3 turns if you use the ranged attack
4 turns if you use the Jutsu ability
6 turns if you move and use the Jutsu

EDIT: The X That is bolded and underlined is the Ninja

Movement: uses teleportation
.........X
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Attack description: Attacks with 2 daggers like the assassin
Power: 15
Basic attack range: (blockable) (reducable)

...X
.XXX
...X


You can't move if you use the ranged attack.
Ranged power: 18 (blockable) (reducable)
Attack description: throws a Shuriken at the target
Ranged attack range:

........X
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Attack description: First target gets hit with fire. The second target is hit with ice
Jutsu usage requiments: One of your Units must die during your opponents turn.
Jutsu power: 28 (unblockable)(reducable)
Jutsu range: select 2 spots for the jutsu to hit the attack goes in a path like how it would to move to the square ignoring units
({beware!} it can be used to your opponents advantage)

........X
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Strategies:

Mainly for use in Rush set-ups. This Unit is very Anti-Turt.
This piece is probably one of the hardest pieces to use, and don't try to use the Jutsu with your pieces nearby they will be damaged severely if they are in the way. This piece does shunt the clerics power down to 6 healing.
The ranged attack can be trick shot like the scout does. The attack pierces units.

Replacment Jutsu:(50% chance at activating)

The Ninja can avoid 1 attack that would kill it, And is removed from the field for 1 turn. If the Ninja was your last mobile unit and it dissappears you lose.
When it returns It comes back with 5 more health than it had when it was gone but no longer has armor and cannot use the ability again.

Please Give me Suggestions this is my first unit. Definatly tell me ways to make it more balanced and fair because right now it is probably too powerful.
I will try to make/find an Image that works

gryph89
08-12-2007, 12:27 PM
Would you like shuriken with your Mcsassin

NeverKnowsBest.
08-12-2007, 12:31 PM
I like how it can pierce units, but when it goes thru a piece does it keep going similar to a witch?

Japanese Girl
08-12-2007, 01:06 PM
You have way to much time. :)

Good Work anyways.
I know I have too much time :p
Would you like shuriken with your Mcsassin,
And yea I'll take an extra-large shuriken with the Mcsassin,
I like how it can pierce units, but when it goes thru a piece does it keep going similar to a witch?
And lastly Yea by pierce I mean like any other unit. like take the beast rider as a human example or yes the DMW

FreddyAdu23
08-12-2007, 02:34 PM
i like the unit, i have a question tho

does the halfing clerics heal power mean just for it or for all units on field?

Japanese Girl
08-12-2007, 02:37 PM
Well what I origionally thought was it was gonna halve every clerics healing abilitys as the "price" but I guess I'd like some input I can make it too powerful

FreddyAdu23
08-12-2007, 02:39 PM
well since the Jutsu hits 28 like a drag...i think 6 every unit would be more far but that would make people not want to use it as much...

Japanese Girl
08-12-2007, 02:42 PM
hmm maybe I should make it only halve the hp it gets healed by for the piece itself not everything.

Lone2Wolf
08-12-2007, 03:15 PM
HP: 40
Armor:18
Blocking: 40% from the front, 20% from the sides
You can't move if you use the ranged attack.

Ranged power: 18 (blockable) (reducable)
Attack description: throws a Shuriken at the target
Ranged attack range:

........X
......XXX
....XXXXX
...XXXXXXX
.XXXXXXXXX
...XXXXXXX
....XXXXX
......XXX
........X

So basically a scout with less blocking and teleportation? >.<

Is the negative healing ability against the opponent or for your own team?

And my interpretation of the prerequisite for the Jutsu ability is basically like an Enraged Furgon, except no shrubs. Is that right?

For right now, it seems to me that it's an overpowered unit. The Jutsu is like a dragon blast to everyone with a 4 square radius, and might cause the games to end quickly, as you'll see people Jutsu blast rushing, although the 6 recovery time does water that down a bit.

If I had this unit, I'd just use it as a 3rd scout. :p

Japanese Girl
08-12-2007, 03:23 PM
So basically a scout with less blocking and teleportation? >.<

Is the negative healing ability against the opponent or for your own team?

And my interpretation of the prerequisite for the Jutsu ability is basically like an Enraged Furgon, except no shrubs. Is that right?

For right now, it seems to me that it's an overpowered unit. The Jutsu is like a dragon blast to everyone with a 4 square radius, and might cause the games to end quickly, as you'll see people Jutsu blast rushing, although the 6 recovery time does water that down a bit.

If I had this unit, I'd just use it as a 3rd scout. :p


the negative is of course for your team otherwise its way way to strong to even deserve a thread and it is like the enraged furgons shrubs only it doesn't block them from moving. You could say the jutsu "snakes" towards the enemy

and the attack only targets 2 spots and moves as the unit would move to the square if there wasn't anything in the way

Gypsy
08-12-2007, 03:36 PM
It seems like you've just combined a bunch of units to me. It just seems like an assassin plus a scout, with the enragement ability giving it a double dragon attack so to speak. Does the ranged attack have LOS?

No points for originality, but lots of points for coolness and complexity of use. xD

Japanese Girl
08-12-2007, 03:51 PM
yea the line of sight is like a scouts

l2oving Elve
08-12-2007, 06:58 PM
A very... Interesting unit :)

Duke_Quakem
08-12-2007, 07:57 PM
Interesing unit... a lot of abilities in one single package.

For me that cleric drawback is Somehow unnecessary, I think it sould be removed.

Also the replacement justu thing is cool, original and (when it works) useful.

But I think there are too many abilities for a single unit, and that can make it overpowered.

The shuriken make him a scout/assassin mix. You could place more than 2 ranged units on the field, wich is not legal according with TAO rules. If the shuriken stays, this unit should be limited to 1 on the field and/or count as an scout.

The justu.... i dunno.... sound cool but too much.. 28x2 is a lot of damage from a single unit, even with the drawbacks...

I think the teleport makes the unit too complicated. I know you make the normal attack 15 to limit the abuse chances, but I think you should remove the teleport and set both attacks (normal+shuriken) on 18 damage. That way you can also remove the 'don't move' condition to throw a shuriken (and easier to calculate damage).

Kyir
08-12-2007, 08:33 PM
You have way to much time. :)

Good Work anyways.

-_-

http://tacticsarena.com/forum/showthread.php?t=29363&highlight=Clash is too much time.

using the brackets [code.] and [/code.] make ranges easy to read. just takes the periods out.

Japanese Girl
08-12-2007, 09:32 PM
Interesing unit... a lot of abilities in one single package.

For me that cleric drawback is Somehow unnecessary, I think it sould be removed.

Also the replacement justu thing is cool, original and (when it works) useful.

But I think there are too many abilities for a single unit, and that can make it overpowered.

The shuriken make him a scout/assassin mix. You could place more than 2 ranged units on the field, wich is not legal according with TAO rules. If the shuriken stays, this unit should be limited to 1 on the field and/or count as an scout.

The justu.... i dunno.... sound cool but too much.. 28x2 is a lot of damage from a single unit, even with the drawbacks...

I think the teleport makes the unit too complicated. I know you make the normal attack 15 to limit the abuse chances, but I think you should remove the teleport and set both attacks (normal+shuriken) on 18 damage. That way you can also remove the 'don't move' condition to throw a shuriken (and easier to calculate damage).


Description: An assassin sent from Japan that will do any job for a price...

HP: 40
Armor:18
Blocking: 40% from the front, 20% from the sides

Recovery time:
1 turn if you just move or attack without moving
2 turns if you move and use a basic attack
3 turns if you use the ranged attack
4 turns if you use the Jutsu ability
6 turns if you move and use the Jutsu


Movement: No teleport? (yes or no?)
.........X
.......XXX
.....XXXXX
...XXXXXXX
.XXXXXXXXX
...XXXXXXX
.....XXXXX
......XXX
........X




Attack description: Attacks with 2 daggers like the assassin
Power: 18
Basic attack range: (blockable) (reducable)

...X
.XXX
...X


You can't move if you use the ranged attack. (may be removed)
Ranged power: 18 (blockable) (reducable)
Attack description: throws a Shuriken at the target
Ranged attack range:

........X
......XXX
....XXXXX
...XXXXXXX
.XXXXXXXXX
...XXXXXXX
....XXXXX
......XXX
........X


Attack description: First target gets hit with fire. The second target is hit with ice
Jutsu usage requiments: One of your Units must die during your opponents turn.
Jutsu power: 20? (unblockable)(reducable)
Jutsu range: select 2 spots for the jutsu to hit the attack goes in a path like how it would to move to the square ignoring units
({beware!} it can be used to your opponents advantage)

........X
......XXX
....XXXXX
...XXXXXXX
.XXXXXXXXX
...XXXXXXX
....XXXXX
......XXX
........X





Replacment Jutsu: 50% chance at activating)

The Ninja can avoid 1 attack that would kill it, And is removed from the field for 1 turn. If the Ninja was your last mobile unit and it dissappears you lose.
When it returns It comes back with 5 more health than it had when it was gone but no longer has armor and cannot use the ability again.



The stuff with the question marks are things that may change

Ancient Ooze
08-12-2007, 11:40 PM
I like this unit, well thought out and explained, maybe a bit to strong.

Japanese Girl
08-13-2007, 09:38 AM
I like this unit, well thought out and explained, maybe a bit to strong.

Is it still to strongwith the lowered stats?

FreddyAdu23
08-13-2007, 12:56 PM
Movement: No teleport? (yes or no?)
Jutsu power: 20?

i think no teleport and jutsu power to 20 or 22 would make it better then you wouldnt have to have the half cleric thing

Japanese Girl
08-13-2007, 01:03 PM
Only reason Teleport was on is because I envisioned a ninja actually fighting the stuff like sneaking past knights (sorta like teleport if you think hard of it) and assassinating clerics and stuff like that otherwise I would have had it as normal movement.

FreddyAdu23
08-13-2007, 01:06 PM
teleportation goes with the ninja but it makes the unit a little to powerful so...

Japanese Girl
08-13-2007, 01:11 PM
I guess so. but just compare the current Idea to my first Idea... it has gotten way more realistic of a "fair" unit now. right?

Duke_Quakem
08-13-2007, 03:52 PM
Only reason Teleport was on is because I envisioned a ninja actually fighting the stuff like sneaking past knights (sorta like teleport if you think hard of it) and assassinating clerics and stuff like that otherwise I would have had it as normal movement.

I know teleport makes the ninja cool. but with a damage of 15 I prefer a pyro since he can hit 'bout the same amount of units from a safe place with no chances of missing any enemy. While the ninja, though it has more hp, it'll be in a dangerous situation.

Also I still think there's too many abilities on the unit, and since almost all TAO units doesn't have more than 2 abilities, I think this can be good options:

- All will have the Replacement Justu and the normal attack

Ninja a:
- No Teleport, just normal movement of 4
- normal attack at 18 dmg.
- Shuriken throws at range of 4 and 18 dmg. He can move and throw just like an archer.
- Does not have the special jutsu.

Ninja b:
- Teleport (range 4), normal attack at 15 dmg.
- can't throw a shuriken.
- Special jutsu at 2x20 dmg. This ability still has the ally death condition and the recovery is set at 3 (not at 6 as the original). You cannot mark the same square twice.

waddaya think?

FreddyAdu23
08-13-2007, 05:35 PM
I guess so. but just compare the current Idea to my first Idea... it has gotten way more realistic of a "fair" unit now. right?
if u ask me i think they should make the unit now =), but sadly i doubt they will lol, cause they never do..

vogelvnn123
08-13-2007, 07:59 PM
no offense but this idea is extremely bad.it has an unfair advantage,and the ideas are ameteure:bad:

FreddyAdu23
08-13-2007, 08:06 PM
and you have better?

Japanese Girl
08-16-2007, 08:14 PM
No I don't think i did that great anymore :(

NeverKnowsBest.
08-16-2007, 08:25 PM
You did good it's just not right for Tao.

Japanese Girl
08-16-2007, 08:27 PM
thanks... I wish it were but i know its not

NeverKnowsBest.
08-16-2007, 08:35 PM
Well it's hard to judge whats right for Tao game wise. Your always going to have people who disagree on that, but Ninja is just way to advanced. I still think it's good in some of the individual ideas. The overall unit isnt righ for Tao though. =[

Japanese Girl
08-16-2007, 08:38 PM
yea i don't mind they probably won't add a unit anyways

Supersmiley :-)
08-19-2007, 12:59 AM
Wow. Its like killing two (actually more) birds with one stone.

....i think someone seen a little too much anime if you know what a mean...

map13
08-19-2007, 11:01 AM
yes!!! at first i thought it would be to rigged with the jujitsu thingy micjigure, but since theirs a 50% chance of it happenign i think its perfect!!! i only skimmed it so ill say if i think ne thing is to powerfull in a minute here

map13
08-19-2007, 11:10 AM
ok i read over it and for fear of it replacing the scout i say lower the range attack to 16. also with the fact that it has so many attacks i think that u should have to hold the base to switch to the melle weapons and the range weapons (it would start with the melle) i also think that u should change the way the melle attack is to having 2 swords that have 8 power for each strike. the jidjitsu ability would be really challenging so i think what it should be is when u have the swords out (actually more like katanas or something) you click and hold on a guy that is at least 6 spaces away while in the attack mode, also u can probobly get away with making it so that it has a 100% chance to hit, but can only be activated when it has 4 hp or less (like the assassain but not an instant kill)

*Sanosuke*
08-19-2007, 11:33 AM
Im sure this unit isn't as complicated as spelling is for you Japanese Girl.

Japanese Girl
08-19-2007, 12:28 PM
well I'm not the best in english (almost spelt english as englich lol):'(

Japanese Girl
08-25-2007, 09:15 PM
/bumps thread back to life hopefully...