View Full Version : Paladin
Unperceptive
08-30-2008, 05:44 PM
Name: Paladin
HP: 45
Armor: 20
Power: 20
Range: One square
Block: 70% from front, 100% from the back.(discussed below), 40% of special block.(discussed below).
Movement: Three
Wait: One
Now, this unit may seem very similar to the knight, which I suppose it is, but I have thought of an original idea to improve the blocking system, and use blocks to an even further advantage. Picture this: A Knight goes for a head-on hit onto my Paladin, and rather then the Paladin blocking with his sword, he rolls one square away from the unit in a direction that you choose.. I'm not sure how hard this would be for the creators to make, but it's just something I thought that would be cool. If the unit is totally blocked in, it will not roll away for a block, but will NOT be able to block at all except from the back. Now, since this unit is so similar to the Knight, I decided to make it better than the Knight. The Paladin does not carry a shield in his hand as so with the Knight, but rather wears it on his back, making it impossible to be hit from behind. This can REALLY come in handy towards the end game fights because the opponent can only hit from the side and back, AND, the Paladin can roll away to get into a better position.
I'm open to any opinions however supportive, or criticizing they may be.
Hybrid
08-30-2008, 05:50 PM
but all you did was make a weaker knight that moves around randomly sometimes when attacked...
what's the point of this unit? What's it suppose to add to the game?
Oh yeah, and units created here, aren't put into consideration about actually being implemented in the game.
Unperceptive
08-30-2008, 05:52 PM
Indeed, it is a weaker knight, but the rolling technique can help alot especially if you roll into a position that you can get behind someone. I'm open for any suggestions of what you think could be added. I'm thinking I might make him able to move four spaces like an assassin. It would also be a good unit to be used by Grey players.
Hybrid
08-30-2008, 06:00 PM
sorry new units aren't for greys as they are trial accounts.
does the rolling work like:
P - paladin
T- target
X- where paladin rolls too
P
XT
or like
P - paladin
T- target
X- where paladin rolls too
XP
T
Unperceptive
08-30-2008, 06:09 PM
The second option, because there are no units in the game that can move diagonally without it counting as two squares, but I suppose it could go diagonally, butnot sure how that would work.
Hybrid
08-30-2008, 07:53 PM
you really shouldn't post until you have all the details down as it makes everything looks rushed. Also sorry for all the newbs running around here that think they're funny.
Also think of it this way: if you were gold what unit would you take out for this one: The ability isn't always helpful, if there are two units on the left and right side, the paladin can't block at all, etc
Chess_Champion
08-31-2008, 12:04 AM
This is actually a very good first unit. Most people completely fail to follow the basic guidelines for creating a unit, and if they manage to read the one stickied thread, they usually make extremely over powered units.
I'd like to add however, that the Guidelines are basic guidelines. As in, feel free to create your own style and format so long as it is legible and contains all the basic information, feel free to add extra information as well.
Well, Hybrid has already pointed out the two largest problems with this unit, the special is nearly useless, and the unit is just too weak to merit a position in the average gold team.
At first glance, it appears to be a slightly weaker version of the Knight with an original way of blocking, supposedly giving it an edge over the Knight. Unfortunately, this way of blocking actually makes him weaker then another unit with the exact same stats and no special.
Why? Because it can't be used as a wall, and because of that it's defensive potential becomes extremely limited. Where this guy to block the path to your cleric or frost golem or some such, I would simply shoot it with my scout, forcing it out of the way.
Knights are typically used as walls and defensive threats. Due to their lack of mobility they are usually easily killed if they move to offensively. The Knights combat abilities shine mostly in the end game, where they become massive tanks capable of "Clean up duty".
The Paladin is a Knight in every aspect but two, Weaker and Blocking. Because of it's blocking method, the Paladin can't be used as a wall for the beginning of the game (Like a Knight) and because it is weaker, it is not as efficient at clean up as a Knight.
Creative use of the rolling ability would make the Paladin handy in some situations, take this board for example:
[-][-][-][D][-][-][-]
[-][-][S][-][-][-][-]
[-][S][S][S][-][-][-]
[-][-][S][P][-][-]
[K][-][F][-][C]
D = Enemy Dragon Tyrant, S = Shrub, F = Your Furgon, K = Your Knight, C = Your cleric, P = Your Paladin
(YOU WANT CHICKEN! GO BUY CHICKEN! POPCORN CHICKEN!)
So you just moved and shrubbed with your Furgon, preventing the enemies scout from killing your cleric. Your enemy passes his next turn, and now you have a problem. His DT can move against next turn and it can kill your cleric from two positions, both of which you can't cover in one turn... or can you? You move your Knight below your Paladin and strike your Paladin causing him to roll over in front of your cleric, saving it. Next turn the enemy shoots your paladin making it roll away again, but your Furgon comes to the rescue.
Unfortunately these opportunities don't come often enough to make the Paladin useful. The Rolling block idea is original, but it needs to be tweaked, as it is now it is actually less effective then normal blocking nearly all the time.
There are all kinds of changes you can make to the rolling ability to make it more useful, such as making it non random. For example, when the Paladin blocks an attack you enter a kind of movement phase, allowing you to pick a tile up to one space away to move too. Where you to edit that rule in, you can move from there, tweaking it until all of a sudden the Paladin is useful enough to merit a position on a gold team. For example, you can choose a position up too two tiles away for the Paladin to roll too, or maybe even three. And you can allow it to remain in spot and take the hit by choosing the tile it is already on.
Also, this is directed more at Hybrid, but it might be useful for you to know too... the "Rule" of not to make units for grey only is not a rule, but like everything in that post, advice. What it is saying is, if you want your unit to be created, design it for Gold Account use, because any new units will be created for Gold accounts, at first. Other then the chances of the unit actually being created, making a unit for grey users or even exclusively grey users is perfectly fine if done correctly... it just decreases your chance of having it created to 0 from 1/1,000,000.
Riot-Girl
08-31-2008, 03:48 AM
/claps. Wonderful!
Unperceptive
08-31-2008, 03:49 AM
Good post Chess! Thanks for the compliments and advice. I think I will teak up the rolling system to make it when your paladin blocks, the blue movement squares show up so you can choose where you wish to roll. I have edited the blocking system, and as a stroke of somewhat brilliance, I added in a new feature of the unit which in my opinion, makes it better than the knight.
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