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bigjohnson
02-26-2004, 06:45 AM
this is a beast creature that has a good range and turns invisible when it moves because of camofluage.

here are its stats if you do not change them

movement-4 spaces
armor-70%front 45%sides
power-20
hit points-40
recovery time-2 turns

please go easy on it

Lord Wevilspore
02-26-2004, 01:11 PM
First, forget the 45% sides. If the front is 70%, the sides will be 35%. Sides are ALWAYS half of the front.

Second, lower front to 60%. (Which means the sides will be 30%.)

Third, lower Power to 15.

Fourth, lower Hit Points to at least 30, possibly even lower.

Fifth, I assume it has no armor. What you called armor, I assumed was referring to Blocking. I would suggest giving it an Armor of about 10.

Sixth, you never gave it's attack pattern. I would make it just like the Knight. One square right next to it.

Seventh, as for the whole Invisiblity concept, the creature should remain invisible until it attacked or moved more than half its movement. (It becomes visible if it moves more than 2 squares in one move.) It should remain visible until it has fully recovered.

Now, I hope this has taken a possibly overpowered idea and made it even remotely workable.

Summary:

Chameleon

Power: -------- 15
Range: ---- ---- 1
Area of Effect: - 1

Hit Points: -- -- 30
Armor: -------- 10
Blocking: ------ 60

Move: --------- 4
Recovery: --- -- 2

Ability: Invisibility - Opponent cannot see the unit unless it acts or moves more than half its movement. There should be some kind of indication on the unit to indicate that it was invisible. (Such as it was partially faded out.)

P. S.

One other possibility is to make the Invisiblity a Concentration, "click and hold," ability.

If an opponents piece tried to move through the Invisible units square. The unit should step aside for the Enemy piece. Thereby retaining its hidden position. The only way for the Enemy to locate it is to either try to get one of his units to land on the square its in or act on that same square. For example, if it just happened to be in range of an Enchantress. If the Chameleon became paralyzed, the Invisibility immediately ends.

Office_Shredder
02-26-2004, 01:25 PM
Do you know how frustrating that would be if it was your opponent's last unit?

Lord Wevilspore
02-26-2004, 01:29 PM
About as frustrating as chasing down the Furgon.

Office_Shredder
02-26-2004, 01:32 PM
More so. If you do it right, your opponent will never even know you had a chameleon, and will leave after calling you a cheater for not losing.

At least with a furgon you know what you have to kill.

Lord Wevilspore
02-26-2004, 01:40 PM
Except, at the start, the Chameleon would be visible. If you look at the post script, I mentioned changing it so the Invisibility is a Concentration ability (click and hold ala Mud Golem). So after it turned Invisible, the controller would have to wait a turn, or 2 if it also moved, before the unit could act. To retain its invisible state, it could only move 2 spaces. Most units can outrun the thing while it's sneaking. The unit would also become visible when it attacks. Also, if you have a Furgon, just start in one corner and create a forest. Eventually, you will notice a square that did not spring up a bush. If the Chameleon attacked a bush to get out, it would become visible.

Office_Shredder
02-26-2004, 01:42 PM
Ok, I forgot it had to concentrate. So if it is left at the end of thegame, you have to LAYER THE BOARD WITH SHRUBS to find it. THEN YOU HAVE TO BLAST YOUR WAY TO IT BEFORE IT CLEARS OUT AN AREA AND GOES INVIS AGAIN. It should only stay invisible for three turns or something.

Lord Wevilspore
02-26-2004, 11:48 PM
You have a point. How about this? If the Chameleon comes within a certain distance of a unit, it becomes visible.

Unit ------ Sight
Knight ----- 1
Assassin --- 1
Scout -- --- 3
Pyro ------- 2
DMW --- --- 2
Cleric ------ 1
Enchant --- 1
Barrier ----- 0 (or 3)
Light Wrd -- 0 (or 1)
Mud Glm --- 3
Frost Glm -- 2
Stone Glm - 1
Dragon ---- 2
Rider ------ 2
Furgon ---- 1

The previous numbers are based on 1/2 of either its Move, Range, or Area of Effect. Also, I suggest that Wards should not have the ability to spot the invisible Chameleon. But just in case people insist, I have suggested numbers for them.

This unit would be great for Psychological fights. You could do absolutely nothing but your opponent would sweat about it and waste time and positional advantage to try and locate the elusive creature.

Omega_Paladin
02-26-2004, 11:58 PM
Ok, you made it seemy workable Weevil. But in future people, no invisible units, the game isn't made for them.