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Aro23r
12-02-2003, 05:03 PM
Anyone have any ideas for new contraptions? I haven't seen any, and I really like using them...

Battle Matrix
12-02-2003, 05:05 PM
how about masuleim it could resurect one unit that has been killed but it could only be used once per battle

Tequila_Budgie
12-02-2003, 05:39 PM
Barracks
HP: 60
Armor: 20
Blocking: 100 all around
Power: 0
Recovery: 3 turns

Effect: Summons 1 conscript
takes +25% damage from fire (wooden building)

Conscript
HP: 35
Armor: 15
Blocking: 50% from front, 25% from sides
Power: 16
Recovery: 2 turns
Range: Melee

Attack pattern: Single target, 2 attacks, each dealing 8.

Man in armor too big for him, shortsword and dagger. Silver armor with team-colored helmet

Insanemonkeyfa
12-02-2003, 06:04 PM
I say they should make dragons that don't cost money, YAY!!!!! Wait, that's a beast!!

For a contraption we should make a catapult that is stronger than a scout!!!

Ri'Orius
12-02-2003, 06:21 PM
Tequila - Methinks that's a bit overpowered. Maybe it would be better if it costs 20 HP to generate a unit? Because otherwise it'll keep generating units ad inifinitum, since contraptions are so hard to kill... either that, or tone down the HP and armor seriously so it can be killed more easily (like, one or two hits from a Pyro). Heck, even with the HP cost, it's still really powerful: basically you can have three units in place of one, more if you use a Cleric.

A contraption, eh? Hmm...

Holy Fountain
HP: 40
Armor: 10
Block: 100% on all sides
Power: 10
Range: 4
Recovery: 2 turns
Attack: heals a unit within range 4 by 10 HP. Holy Fountain takes 10 damage.

Strategy: Used as kind of a health battery, it can preserve a unit while your Cleric's recovering, or it can spread damage a bit more for more effective Cleric healing (if it heals a Knight at 30 HP for 10, then you use the Cleric, the Cleric heals both the Knight up to 50 and the Fountain up to 40, thus healing 20 damage instead of just 12).

Thoughts?

Tequila_Budgie
12-02-2003, 07:37 PM
Barracks
HP: 40
Armor: 10%
Blocking: 50% all around
Power: 0
Recovery: 4 turns

Effect: Summons 1 conscript. Each casting drains 20 HP
takes +25% damage from fire (wooden building)

Conscript
HP: 30
Armor: 15
Blocking: 50% from front, 25% from sides
Power: 16
Recovery: 2 turns
Range: Melee

Attack pattern: Single target, 2 attacks, each dealing 8.

Man in armor too big for him, shortsword and dagger. Silver armor with team-colored helmet

Little more balanced. Less Barracks and Conscript health, and the health reduction idea.

Tequila_Budgie
12-02-2003, 07:44 PM
Brilliant/Mirror Tower

HP: 40
Armor: 10
Blocking: 100%
Power: special
Range: 5, all along LOS

Effect: Shoots a line of light that adds +1 recovery time to all enemies it hits. (example: a Knight that could attack on the enemies turn now has a 1 turn recovery added to it, as if it just attacked.

Also reduces block chance of those units on your next turn (maybe).

teh_Sheep
12-02-2003, 08:16 PM
Sniper Ward
Contraption

HP: 20
Block: 100/100/100/100
Armor: 0
Attack: 8
***Can target any unit on the field
Recover: 4
Move: 0 (Contraption)

Appearance: Standard watchtower.

Tactics: Endgame finisher.

Aro23r
12-02-2003, 08:21 PM
I don't think so. Because then all someone would have to do is cover their sniper ward, and zap everyone. It would lead to too many standoff's in my opinion.

Ri'Orius
12-02-2003, 08:45 PM
How would one cover their sniper ward? Really the only way to ensure that it's alive would be to kill all their Unblockable units. However, if you can do that, I don't think eight blockable damage once every five turns is exactly game-breaking. It'd be an advantage, and it would give the game a countdown clock, but you'd still have plenty of time to make your mark.

Plus, how often is an eight-damage attack your best option? It takes a turn to use, mind you; if you've got any other unit that can move, you'd be better off using it.

whiteyjason
12-02-2003, 11:30 PM
i really like the Brilliant/Mirror Tower idea, that would be great! but how about it has the same attack range as the Lightning ward, 3, maybe 1 more range than that?

really original idea you have there, keep it up

Tequila_Budgie
12-03-2003, 03:19 PM
Brilliant/Mirror Tower

HP: 40
Armor: 10
Blocking: 100%
Power: special
Range: 4, all along LOS
Recovery: 2 turns

Effect: Shoots a line of light that adds +1 recovery time to all enemies it hits. (example: a Knight that could attack on the enemies turn now has a 1 turn recovery added to it, as if it just attacked.

Also reduces block chance of those units on your next turn (maybe).

Tequila_Budgie
12-03-2003, 08:05 PM
Guardian Ward

HP: 50
Armor: 20
Blocking: 100%/100%/100%
Power: special
Recovery: Focus, 3
Range: 3

Effect: Absorbs all damage for a unit within 3 spaces of it. Effect continues even if target moves out of range. Focus is broken if Guardian Ward itself is attacked (no blocking when in Focus).

Marble alter with team-colored vodoo doll on top of it.

Tequila_Budgie
12-06-2003, 04:18 PM
HP: 30
Armor: 10
Blocking: 100% all around, focus
Power: Special, Focus
Range:4

Effect: Removes a unit from the board. The unit takes not damage from this attack. Since it is off the board, it cannot attack, move, or be attacked. When the Stasis Ward's Focus is broken, the unit is returned to the board in the same square it was taken from, in the same status (HP, recover, paralyzed, etc) it left

bobaloodabooto
12-06-2003, 04:29 PM
isn't that just like paralyzation?

Ri'Orius
12-06-2003, 04:37 PM
Originally posted by bobaloodabooto
isn't that just like paralyzation?

Very similar, but with some key differences. For one, the unit cannot be damaged, thus you might use it to protect your own unit. Also, the unit does not recover while removed from the board. And, the unit doesn't take up space.

However, it is very similar...

bobaloodabooto
12-06-2003, 04:39 PM
I have a rather odd ward/contraption

Shield Ward

health: 5
power: 0
Armor : 0
range : 2 or 3
Special:
Before use it is invincilible. (100% blocking on all sides and may or may not be made immune to magic as well.)
Creates zone which nothing can enter or exit (may or may not exclude healing). This can only be used once. After 4 turns the ward is useless and the field ceases. If destroyed by any unit while shield projected everything inside goes with it.

Very unrefined. All criticism will be excepted if it contains a good reason.

Tequila_Budgie
12-06-2003, 10:31 PM
No. When a unit is paralyzed, it can still be damaged. A unit in stasis cannot be hit, does not affect LOS, and is not visible on the board

PaladinOfKaos
12-06-2003, 10:34 PM
Check out my flame ward thread. I'm too **** lazy to re-type it's stats.

Tequila_Budgie
12-06-2003, 10:34 PM
Originally posted by bobaloodabooto
I have a rather odd ward/contraption

Shield Ward

health: 5
power: 0
Armor : 0
range : 2 or 3
Special:
Before use it is invincilible. (100% blocking on all sides and may or may not be made immune to magic as well.)
Creates zone which nothing can enter or exit (may or may not exclude healing). This can only be used once. After 4 turns the ward is useless and the field ceases. If destroyed by any unit while shield projected everything inside goes with it.

Very unrefined. All criticism will be excepted if it contains a good reason.

I just had a weird idea. IF you cast this on one or more enemies, then have one of your own units smash the ward, you instantly kill the units inside.

Trippy

DesertFire
12-06-2003, 10:40 PM
Name:Centurion Mechanics
HP:25
Armor:60%
Blocking Rate:Same as lightning wards ,blocks all melee, but is weak to magic.
Range:two, or three tiles

Special abilites: All units within the affected range(two to three tiles box....?) for three turns get plus 10% armor and blocking, as well as -1 recovery time.

I think it's a wee bit unbalanced, but I don't really know how to fix that. Maybe reduce the armor precentage?

Tequila_Budgie
12-06-2003, 11:00 PM
Needs 30% armor, 2 turn duration, 3 turn recovery
3 tiles

Jimm
12-09-2003, 04:29 PM
I think alot of these ideas are cool. Some of them are a little unbalanced, but cool anyways.