johannhowitzer
02-28-2008, 03:40 PM
Can you tell I really want to see this type of unit incorporated into the game?
This is a modified version of the Doppelganger concept I came up with a year or so ago. The idea of a shapeshifting unit is not a stranger to this forum, certainly, but even then I came up with some unique balancing mechanics. The unit was still mildly overpowered for grey forms thanks to the barrier ward and copying enemy dragons, and underpowered in gold forms due to low survivability. This new version hopefully compensates for both. Comments are very welcomed.
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LIFECRYSTAL
HP: 45
Power: Shapeshift
Armor: 0
Blocking: 100% All sides
Recovery: 1
Movement: Immobile
Range: 3
Shapeshift
Changes into the target enemy unit, taking on that unit's attributes - Power, Armor, Blocking, Recovery, Movement, and Range and attack pattern are copied, but the Lifecrystal's Hit Points are never affected. No special abilities such as Mudquake may be copied. Friendly units and immobile enemy units may not be copied.
Additional Information
Only steps aside for friendly units to pass when copying a unit that can do so.
Solidify
Restores the Lifecrystal's natural attributes, once again becoming immobile and resting for 2 turns. This ability is activated in the same manner as Mudquake.
While affected by a Focus spell, the Lifecrystal may not change form or use Solidify. However, if shifted, it may attack in the manner of the copied unit.
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Changes made since the previous version, with the reasoning for each:
HP increased to 45, to allow it to stand a fighting chance in gold forms. Will survive two knight attacks without a heal, but not a third even with heal; will survive two witch attacks with a heal, but barely. In shifted form, reflects a weakened/strengthened version of the unit in question - a weaker Knight or Dragon, but boosted Witch or Cleric (if you can get that far into your opponent's form, you DESERVE to have an extra high-hp cleric in serious danger!)
This is essentially a Ward; while unshifted, blocking is 100% all sides, instead of 40% like a dragon, but it's immobile. This has the effect of making it a deterrent rather than an active threat, but a somewhat mobile one. You may never get that chance to shift into a Dragon Tyrant, if your opponent doesn't give it to you. The 2-turn cooldown after unshifting helps this, giving the enemy a chance to move powerful units out of range.
The duplication of all units should be pretty intuitive; while in the previous topic I had a detailed list of units which could be duplicated, forbidding both wards and the Dragon Tyrant, this version forbids only both Wards, and does not block friendly units' special abilities. Again, I wasn't too concerned with the inclusion of the Dragon thanks to immobility, but duplicating wards in enemy territory is too powerful - especially with a normal barrier ward to help create a dire latent threat.
I do not believe this unit to be overpowered, but others may disagree. The immobility factor makes it less of a power, and combined with cooldown after unshifting, you can't just shift like crazy. On top of that, when unshifting, you must decide on a good location to "plant" the Lifecrystal! This allows creation of a non-melee "wall," but one which can't be moved and re-moved rapidly. I'm thinking of disallowing the Solidify ability if the unit has moved already, as "jumping" a ward into place using Poison Wisp movement could be too powerful. Remember, though, to move again, you require enemy units nearby! This means "planting" in one's own territory must be done carefully, to avoid either becoming a movement hindrance or sinking into uselessness.
This unit specializes in creating all sorts of latent threats, like the Lightning Ward and Dragon Tyrant. It must, however, remain vulnerable in order to work to full effect; unlike either of its cousin Wards, it cannot do anything unless shifted while under the protection of a barrier or armored by a Stone Golem! This prevents the addition of Hit Points from making it overpowered in grey forms.
This is a modified version of the Doppelganger concept I came up with a year or so ago. The idea of a shapeshifting unit is not a stranger to this forum, certainly, but even then I came up with some unique balancing mechanics. The unit was still mildly overpowered for grey forms thanks to the barrier ward and copying enemy dragons, and underpowered in gold forms due to low survivability. This new version hopefully compensates for both. Comments are very welcomed.
----------
LIFECRYSTAL
HP: 45
Power: Shapeshift
Armor: 0
Blocking: 100% All sides
Recovery: 1
Movement: Immobile
Range: 3
Shapeshift
Changes into the target enemy unit, taking on that unit's attributes - Power, Armor, Blocking, Recovery, Movement, and Range and attack pattern are copied, but the Lifecrystal's Hit Points are never affected. No special abilities such as Mudquake may be copied. Friendly units and immobile enemy units may not be copied.
Additional Information
Only steps aside for friendly units to pass when copying a unit that can do so.
Solidify
Restores the Lifecrystal's natural attributes, once again becoming immobile and resting for 2 turns. This ability is activated in the same manner as Mudquake.
While affected by a Focus spell, the Lifecrystal may not change form or use Solidify. However, if shifted, it may attack in the manner of the copied unit.
----------
Changes made since the previous version, with the reasoning for each:
HP increased to 45, to allow it to stand a fighting chance in gold forms. Will survive two knight attacks without a heal, but not a third even with heal; will survive two witch attacks with a heal, but barely. In shifted form, reflects a weakened/strengthened version of the unit in question - a weaker Knight or Dragon, but boosted Witch or Cleric (if you can get that far into your opponent's form, you DESERVE to have an extra high-hp cleric in serious danger!)
This is essentially a Ward; while unshifted, blocking is 100% all sides, instead of 40% like a dragon, but it's immobile. This has the effect of making it a deterrent rather than an active threat, but a somewhat mobile one. You may never get that chance to shift into a Dragon Tyrant, if your opponent doesn't give it to you. The 2-turn cooldown after unshifting helps this, giving the enemy a chance to move powerful units out of range.
The duplication of all units should be pretty intuitive; while in the previous topic I had a detailed list of units which could be duplicated, forbidding both wards and the Dragon Tyrant, this version forbids only both Wards, and does not block friendly units' special abilities. Again, I wasn't too concerned with the inclusion of the Dragon thanks to immobility, but duplicating wards in enemy territory is too powerful - especially with a normal barrier ward to help create a dire latent threat.
I do not believe this unit to be overpowered, but others may disagree. The immobility factor makes it less of a power, and combined with cooldown after unshifting, you can't just shift like crazy. On top of that, when unshifting, you must decide on a good location to "plant" the Lifecrystal! This allows creation of a non-melee "wall," but one which can't be moved and re-moved rapidly. I'm thinking of disallowing the Solidify ability if the unit has moved already, as "jumping" a ward into place using Poison Wisp movement could be too powerful. Remember, though, to move again, you require enemy units nearby! This means "planting" in one's own territory must be done carefully, to avoid either becoming a movement hindrance or sinking into uselessness.
This unit specializes in creating all sorts of latent threats, like the Lightning Ward and Dragon Tyrant. It must, however, remain vulnerable in order to work to full effect; unlike either of its cousin Wards, it cannot do anything unless shifted while under the protection of a barrier or armored by a Stone Golem! This prevents the addition of Hit Points from making it overpowered in grey forms.