View Full Version : Several Unit Ideas
kuzal
11-23-2003, 01:06 PM
BlaseMage
Hit Points : 15
Movement Range : 5
Power : 31
Recovery Time : 3
Armor : 15%
Attack Pattern :
Fires a magic bolt at a target up to 5 spaces away.
Special Abilities :
+ 20% Blocking from the front ( 5 % from the sides )
Unblockable
SheildMage
Hit Points : 25
Movement Range : 2
Power : ---
Recovery Time : 4
Armor : 20%
Attack Pattern :
All units in radius except SheildMage have %100 Blocking Chance
Special Abilities :
+ 20% Blocking from the front ( 5 % from the sides )
Focus Spell
Lancer
Hit Points : 55
Movement Range : 3
Power : 29
Recovery Time : 2
Armor : 30%
Attack Pattern :
Attackes a unit exactly 2 spaces away with spear.
Special Abilities :
+ 40% Blocking from the front ( 20 % from the sides )
Those are my ideas, tell me waht you think.
kuzal
11-23-2003, 01:10 PM
Healer
Hit Points : 19
Movement Range : 5
Power : 20
Recovery Time : 4
Armor : 10%
Attack Pattern :
Heal an ajacent friendly unit.
Special Abilities :
+ 20% Blocking from the front ( 5 % from the sides )
Whaddaya think? Stronger then the cleric but needs to be next to the guy to heal. Seems kind of underpowered though, tell me if a range of mabey 3 would make him better?
ReVoLu7i0n
11-23-2003, 02:02 PM
good idea, i like them all. but the healer. You have a Cleric to re-store your hp...... use it.
kuzal
11-23-2003, 03:07 PM
the point of the healer is the same as the cleric but he heals for more, just only one unit at a time.
Healer shoudl heal for maybe 25, range 2, 3 turn delay id say
ir ealy liek shieldmage personaly
kuzal
11-23-2003, 03:44 PM
Gaurdian
Hit Points : 65
Movement Range : 2
Power : 15
Recovery Time : 2
Armor : 50%
Attack Pattern :
Clubs ajacent enemy with sheild
Special Abilities :
+ 66% Blocking from the front ( 45 % from the sides )
All ranged and magic effects that target near or area on him only affect gaurdian.
AzN_GuY
11-23-2003, 04:04 PM
Shieldmage is like a SC arbiter... but it could be really cheap since you get to set up your early formations... maybe if you couldnt fire out of it's radius or something??? because otherwise you could just sit there with scouts and snipe the enemy down... or just have big shieldmage wars as two of them square off...
Crosski
11-23-2003, 04:35 PM
The lancer is way overpowered. it has range AND more power than a fighter.
kuzal
11-23-2003, 04:52 PM
Mabey for sheildmage, it could be a wall like thingy. No one can attack inside it, no one can get in or out, no one can fire into or out of it. Like a cage.
Lancer, you may not have noticed, cannot attack the spaces ajacent to himself. Thus, surround him and he has no chance.
kuzal
11-23-2003, 05:23 PM
Summoner
Hit Points : 24
Movement Range : 2
Power : ---
Recovery Time : 8
Armor : 40%
Attack Pattern :
Summons a random unit, either a knight / assassian / scout.
Special Abilities :
+ 50% Blocking from the front ( 25 % from the sides )
Focus Spell
If Summoned unit dies, summoner dies too.
Is this overpowered?
Id say underpowered, i fail to say the advantage to putting in a sumener as apsoed ot jsut a asasin/knight
ultraexactzz
11-24-2003, 10:24 AM
If the summoner allows you to bring in reinforcements at the end of a round, it could be a game-breaker... Similarly, it'd allow players to go well beyond the 10 unit max, which could also unbalance things. I'd much rather see a shapeshifter, who could shift into the form and abilities of another unit, then revert to the basic shapeshifter form after 3 turns or some such. It keeps the balance, and adds enough downside to make it interesting.
EDIT: OK, let me toss this out there.
Shapeshifter
Move 2
Hit Points - 24
Armor - 10%
Power - 0
Recovery Time - 1 / special
Attack Pattern - Self (Focus)
Special Abilities - Shapeshifter can take the form of any unit currently in play. Shifting takes 1 turn to complete, during which shapeshifter must focus. Once complete, the shapeshifter gains the abilities and stats of the target unit. Shapeshift retains its current and maximum HP, though armor, power, special abilities movement, and attack pattern all mimic the chosen unit type. The new form lasts for 8 turns (including recovery); after 6 turns, the shapeshifter reverts to its normal form and must recover for 1 turn.
Enough downside to compensate for the ability to pick any unit in play and essentially create a copy of it (incl. golems and such). Gives versatility to a team without breaking the game.
icedragon
11-24-2003, 01:29 PM
Like the idea of shape shifter, but can it mimic the opponents units aswell as your own?
kuzal
11-24-2003, 05:28 PM
I like the shape shifter. Mabey tone down the summoner and make it AND the shapeshifter. One more unit, thats it, i swear.
Breaker
Hit Points : 40
Movement Range : 3
Power : 18
Recovery Time : 2
Armor : 10%
Attack Pattern :
Hits all ajacent units
Special Abilities :
+ 40% Blocking from the front ( 35 % from the sides )
Unblockable
This is to balance for the knights freakishly high block rate
CrazyrebTAO
11-24-2003, 05:32 PM
i like the breaker cept for the name
kuzal
11-25-2003, 09:23 AM
I was kind of hoping that someone could come up with a better name. In the meantime, I have another unit that kind of goes out on a limb. Serrioulsy, this may be the last one. Ok, im lieing badly.
Engineer
Hit Points : 20
Movement Range : 3
Power : ---
Recovery Time : 2/8
Armor : 20%
Attack Pattern :
Builds Fortifications. Units in fortifications get +35% Armor and +35% Blocking. Fortifications have 50% Armor and 50% Blocking and 50 Life.
Special Abilities :
+ 10% Blocking from the front
Recovery time is 2 if fortification not built.
Comming soon: Angle Units, really strong but cannot be healed and lack in blocking and armor
kuzal
11-25-2003, 12:56 PM
Miricalist
Hit Points : 25
Movement Range : 5
Power : 24
Recovery Time : 3
Armor : 10%
Attack Pattern :
Attacks one ajacent unit, all friendly ajacent units heal that much life.
Special Abilities :
+ 10% Blocking from the front 20% from sides.
Angle Of Wrath
Hit Points : 27
Movement Range : 4
Power : 19
Recovery Time : 1/5
Armor : 10%
Attack Pattern :
Attacks with magic burst in a cone. Tip of cone streches 3 spaces. Hits all units inside cone, including friendlies
Special Abilities :
+ 5% Blocking from the front
Recovery time 1 if spell not cast
Unblockable
StarCaller
Hit Points : 15
Movement Range : 1
Power : 15
Recovery Time : 5
Armor : 0%
Attack Pattern :
Hits every unit on the field
Special Abilities :
Unblockable
phyrus
11-25-2003, 08:07 PM
Along with your "Breaker" idea, maybe they could create a unit that is kind of a Disrupter melee type. Where their attack while not very powerful would be unblockable and cause the target to lower their Block/Armor rate. Might be able to finagle this angle into some kind of poison. Maybe make them an Alchemist or some type of ranged unit like a Tribal Hunter with a funny mask, loincloth, and a blowgun. Heh or I guess you could just call em a Disruptor.
Cuathon
12-10-2003, 04:34 PM
i agree with crazyrebTAO
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