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View Full Version : My Crack at a Two form unit.


mino
04-25-2008, 03:55 PM
Genocholy default form is called Solar.

Solar
hp - 45
power - 20
blocking - 60
armor - 30
movement - 3
recovery - 1
range - 1 (knight stylin')

Click and hold to change form. This wastes your attack turn but can still move the unit before or after.


Aure
hp - 45
power - 24
blocking - 40
armor - 0
movement - 3
recovery- 1
range - Every tile exactly 2 spaces away. Diagonal included.
EG.
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO

There you have it.

Visual descriptions: The Genocholy is a humanoid beast, better explained as a centre pillar of meat with legs. The arms of this creature are its definitive feature. (Did I just rhyme?) Metal chains exude from where its arms should be. These long chains wrap around the creature, giving it a feeling of well-being, safety or "Solar". When angered, the creature will allow the chains to flow freely from its body and attack over large distances. This leaves it quite vulnerable but it does not seem to care.

Strategical reasoning: Compared to a knight, its Solar (calm) form is very underpowered. For plus 5 armor, you lose blocking, power, movement and hp. The reason for the armor is it will survive until late game where its Ire form can truly shine. Can either be used to lengthen a knight wall, or put into Ire form early for a great rush unit. Only problem is, change form wastes a turn. Choosing the best time to act would be vital.

Notes about changing forms: Form changing does not heal the unit. Both forms have the same max hp so there is no confusion. All damage is carried over. Both forms also have the same recovery, so again, wait time is carried over and no confusion about math. Movement is allowed before or after the change. It is treated like a special attack, similar to the mud quake.

HELP!: The description can use some work. Feel free to tell me what you thought it would look like before you reading my visual description.

Sacred Silence
04-25-2008, 04:02 PM
Good job Mino. Solar seems boring enough but Aure is my type of guy! Dr.Jekyl and Mr. Hide feel :D.

mino
04-25-2008, 04:03 PM
That's exactly what I was going for, Sacred. :)

Supersmiley :-)
04-25-2008, 05:00 PM
I think this is under powered.

The Solar, though it has 30 armour, has only two movement per turn, or four movement in two turns (assuming it doesn't attack). The knight on the other hand has 3 movement per turn, or 6 movement every two turns, and from there it will just keep stacking up, so this doesn't have much practical use, +plus even if the attack does hit it is still very weak.

The Azure on the other hand is strong, but you have to get so close to actually attack a unit it is hard to use. I could only see the azure alone being feasable in a grey game though. This would be an easy scout target, as this only has a total range of 5, while scouts (imagine a gold with two) would easily pick you off from 6 tiles away, and with such small blocking it is doubtfull it will block it.

Boreal
04-25-2008, 05:04 PM
I like the general "feel" of the unit, it can change forms to suit whatever is needed. However, while it seems useful in theory, I wonder how well it could be used in an actual game. Aure's range makes it awkward to use, especially to avoid hitting your own units. Is Aure's attack unblockable? It seemed like you were going for a knight/mage combo. Overall, it would seem to be more a a meat shield than an attacking force. But that's just my interpretation.

mino
04-25-2008, 05:04 PM
I think this is under powered.

The Solar, though it has 30 armour, has only two movement per turn, or four movement in two turns (assuming it doesn't attack). The knight on the other hand has 3 movement per turn, or 6 movement every two turns, and from there it will just keep stacking up, so this doesn't have much practical use, +plus even if the attack does hit it is still very weak.

The Azure on the other hand is strong, but you have to get so close to actually attack a unit it is hard to use. I could only see the azure alone being feasable in a grey game though. This would be an easy scout target, as this only has a total range of 5, while scouts (imagine a gold with two) would easily pick you off from 6 tiles away, and with such small blocking it is doubtfull it will block it.

Should I up the movement for the Solar?

Boreal
04-25-2008, 05:06 PM
Should I up the movement for the Solar?

Change it to three, it might cause coding issues if it's maximum movement changes in one turn, especially if you convert to the other form before moving.

map13
04-25-2008, 06:41 PM
only slightly overpowered... The first one is fine, but I would lower the blocking for the second form and increase the speed by one (20% blocking 4 speed would be good).

Hunt ^^
04-25-2008, 07:54 PM
:confused: Map is right the second one is a bit overpowered.
Like the idea though :cool:

mino
04-26-2008, 04:53 AM
Would you guys say this is a improvement to my Earth Mage? I'm really just aiming to improve at C-A-U intill I actually make a good unit. ;)