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Duffman
04-07-2004, 04:11 AM
The three units i've made so far have all been fighters so i think it's time to try a spell caster unit...

The Tenth Muse

For those who don't know the muses:
Basically Greek mythology says there are nine muses. They all had their own specific arts in which they provided all inspirations for that. Arts were such things as comedy, music and dancing... stuff like that. The muses lived on Mt Helicon. They are the Greek goddesses for inspriation.

The Tenth Muse
Hit Points : 35
Movement Range : 2
Recovery Time : 5
Blocking: --
Armour: --
Attack Range: same as stone golem

Attack Pattern:
The Muse has a focus attack whereby the units in range gain 2 power, gain 5 HP and lose 1 turn of recovery time.

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My idea with this unit is that it classifys combat as a art. Losing one recovery turn on each unit affected can be very deadly so i did this so the unit didn't become useless. The Muse fills them with inspiration of how to fight better, faster and harder.

I'm sure there are a lot of stat changing units out there but this one has a different name so you can't get angry at me :)

Tell me what ya think.

The Rooster
04-07-2004, 01:52 PM
Interesting. I particularly like the tenth muse for a name. inventive, creative and very cool.

A couple questions:

Can units move away and keep the bonus? (ala stone golem)

by range of 2, you mean like an enchantress? or like a shortened DW?

If it's like an enchantress, and the units can move away, it seems really powerful. Like a DSM for half your units but it affects too many stats (esp. the turn time, a knight or assassin with a 0 recovery time?)

If it's like a DW and they can move, or if it's like an enchantress, but they must stay within range, then it seems a bit better, but I think units with a 1 recovery time shouldn't have their RT affected. (that is, a knight would still have a RT of 1).

Duffman
04-07-2004, 06:47 PM
Yeah when the units move away they keep the bonus but the muse must stay in the same spot. I dunno about the range... looking back at it if it has the range of the enchantres you could affec all of your units at the start. I think i'm going to change the range to the same as the stone golems.

I thought the recovery times would spark a bit of convtraversy :p. But i'd rather get rid of the other two stat changes then the recovery times. However unlike the furgon, stone golem technique. The Muse would be of move advantage if the units disbanded and ran at the opposition due to being able to recovery quicker... I see no point of their scouts being able to stand back and shoot faster when they can easily be blocked and if not their damaged healed. This then leaves the muses a little more suseptable to attacks and then it's harder to regroup then all over again.

But i see anyone having a recovery of 0 would be a pain in the arse so i'll wait to see what more people think before i change it.

sproose moose
04-07-2004, 06:56 PM
what about a knight it would have no turn recovery othere than that it makes sence and i like it but there is nothing that grabs me like ents that was so good i could not stop quoteing or orge magi i have done so amny quotes on that both effect my set up i am trying to be helpful there the only things i can think of but i may have some more stuff to make this unit better and those who hate me i am NOT saying i am the best i am just trying to help duff man because he has helped me on all my units

The Rooster
04-07-2004, 10:48 PM
Moose, 2 suggestions:

1)read other people's posts, we were already discussing the 0 recovery issue.

2) Punctuate, please. There's a reason people tend to ignore your posts, man. They're unreadable.

I'm not flaming, just trying to be helpful.