View Full Version : Unit Alignments
Lord Wevilspore
02-20-2004, 12:22 AM
I think it would add some dimension to the game to give all the units an alignment. The alignments that I have thought of are Light, Dark, Fire, Water, Wind, and Earth.
Here are the original units with their suggested alignment.
Knight - Light
Assassin - Earth or Dark
Scout - Wind
Pyromancer/Dragonspeaker Mage - Fire
Dark Magic Witch - Dark (duh)
Enchantress - Not sure, maybe Dark or Water
Cleric - Light
Barrier Ward - Light
Lightning Ward - Wind
Mud Golem - Earth
Frost Golem - Should be same as Enchantress, either Dark or Water
Stone Golem - Earth
Furgon - Earth
Beast Rider - Wind
Dragon Tyrant - Fire
Any suggestions or changes?
plusminus
02-20-2004, 12:47 AM
And how would this affect the gameplay?
Lord Wevilspore
02-20-2004, 01:46 AM
Perhaps some Alignments would be more effective against other Alignments or later units could interact with them. Such as one that gave a bonus to all units of that Alignment. Here are some samples:
Fire Elemental - Fire
Power: 14 (21 versus Wind)
Range: 2
Area of Effect: 1
Hit Points: 30
Armor: 20 (10 versus Water)
Block: 10
Move: 3
Recovery: 2
Ability: Firelink (Passive Ability: All units of the Fire Alignment gain +5 to Power as long as this unit and one other unit of the same Alignment is on the field.)
Earth Elemental - Earth
Power: 10 (15 versus Water)
Range: 1
Area of Effect: 1
Hit Points: 30
Armor: 30 (15 versus Wind)
Block: 15
Move: 2
Recovery: 2
Ability: Earthlink (Passive Ability: All units of the Earth Alignment gain +15 to Armor as long as this unit and one other unit of the same Alignment is on the field.)
Water and Air Elementals would be similar.
Water - Strong against Fire and weak against Earth
Alignment Bonus: +1 Area of Effect
Air - Strong against Earth and weak against Fire
Alignment Bonus: +1 Range
Bottle
02-20-2004, 03:05 AM
This idea has been thought up before.
And it would change the gameplay radically. So sorry, it's not a good idea.
fragdemon
02-20-2004, 06:38 AM
As bottle said, such alignments would change the gameplay radically, especially with so many, breaking your group down into a small pairs or triplets that share an alignment.
Besides, if you want to make a unit that passively channels off of certain units, just list them, no need for any alignment concept.
LondonJack
02-20-2004, 08:40 AM
I suggested something similar to this a while back
Pure - won't field with wicked units
Wicked - won't field with pure units
Natural - won't field with contraptions or golems
The idea with mine was to have 3 kinds of clerical characters, and 3 kinds of knight characters:
Cleric - Paladin
Druid - Satyr
Necromancer - Templar
Along with other aligned characters, this could add a new layer of strategy to team building.
Omega_Paladin
02-20-2004, 05:11 PM
Well, you would have to make the natural units just as if not more useful then the golems. And that would be hard because the golems are really freaking useful.
LondonJack
02-21-2004, 12:14 AM
Yeah i agree natural units would have to be pretty spiffy, since they "cost" alot more then the pure or wicked units.
fragdemon
02-21-2004, 05:33 AM
Yeah i agree natural units would have to be pretty spiffy, since they "cost" alot more then the pure or wicked units.
On the contrary, if you use wicked units, you won't be able to have a cleric, which is instrumental to just about every team in existence.
LondonJack
02-21-2004, 10:38 AM
True, but you would be able to use the necromancer and the druid, both of which would be healer types (maybe a raise dead and regeneration type of healing respectively)
With natural units you couldn't use an Lward, no barriers, no armor bonus, no quake, and no frostie, that's a steep price. I agree loss of cleric would be costly, but i don't think it compares to the cost of natural units (not that they even exist :p).
Lord Wevilspore
02-22-2004, 12:18 AM
One question. How would one classify Wards and Golems?
Despite their descriptions in the "Bestiary," wards in most other contexts are magical barriers around a location. Also, golems are magical constructs that have no life or will of their own, kind of like robots.
I noticed some ideas for golems are unsound. To create a golem, the creator would need to gather enough material to create the golem but also would need to sculpt the shape of the golem before it was activated. Now, how in the world would someone sculpt LAVA?
But I digress, I would suggest aligning wards and golems plus a few other units, namely Pyromancers:
Magical - will field with anyone. (Unless an anti-magical unit was created, such as the Witch Hunter unit (http://www.tacticsarena.com/forum/showthread.php?postid=50148#post50148).)
Another thought that occured to me. Under the Pure, Wicked, and Natural scheme, you could use any combination of Pure or Wicked units with the Natural ones.
Ok, so here is the suggested list of alignments for all the existing units.
Knight ------------ Pure
Assassin ---------- Wicked
Scout ------------ Pure or Natural (help with this one, please)
Pyromancer ------- Magical
Dark Magic Witch - Wicked
Enchantress ------ Natural
Cleric ------------- Pure
All Wards --------- Magical
All Golems -------- Magical
Furgon ----------- Natural
Beast Rider ------- Natural
Dragon Tyrant ---- Magical
fragdemon
02-22-2004, 02:48 AM
Now, how in the world would someone sculpt LAVA?
Well, you can't sculpt golems anyways.
If you think about it, rock can't bend. But if you look closely at the rock golem, it isn't a single statue, but rather a series of boulders held together, likely with magic. In the same manner, you can take a pool of lava and hold it together.
Although, I do agree that Lava Golem does sound a bit extreme. But so does Mud Golem (if it's called a clay golem, and is suggested that the mud hardens, it would be a bit easier for my mind to accept)
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