PDA

View Full Version : Amazonians ^_^ (Longish)


DKR
06-23-2004, 06:48 AM
Some random Amazon units to inspire new ideas lol

I doubt they will be taken up but also I've nothing to do at the woman so girl power! ^_^

- - - - - - - - - - - - - - -
Amazon Warrior
The basic amazon warrior. Quick, fast, hard to hit and plenty of skill indured in this warrior woman. No one is safe from her spears reach
HP: 45
Power: 20
Weapon Range: 1 square in ANY direction (Includes Diagonals)
Armour: 18%
Blocking:75% blocking front / 37% blocking side
Recovery Time: 1 turn
Movement: 4
Notes: Armed with spear and agilty combined no opponent is safe within her deadly weapons range
Tactics: Although weaker than the knight in power and armour, her speed makes up for this counter act providing a fast moving attacking unit to get at anyone trying to hide behind sneaky corner wards, knights or paralyzed units. With her above average blocking she provides a suitable subsitute to the knight or even a supporting role onto a group of knights

- - - - - - - - - - - - - - -
Amazon Javelineer
In the jungle the javelin is more effective than the bow, not only as a weapon if sprung upon for close combat but also as a distance weapon. Able to send the tall pointy sticks of death high over the heads of the usual wall of steel or a sneak infiltrating attack upon the rear of most, the scouts of the Amazons are more feared than the warriors for obvious reasons
HP: 30
Power: 12
Weapon Range: 5 squares
Armour: 6%
Blocking: 42% blocking front / 24% blocking side
Recovery Time: 1 turn
Movement: 5
Notes: Ignores LOS
Tactics: Fast precise movement is the key to most things, especially when a critical blow needs to be placed. The Javlineer, able to move forward at an incredible speed, the restriction of very little armour and a light weapon she provides the perfect infiltrator and work mate of the assassin or lone seeker of mages to claim a killer blow.
Line of Sight is not needed from her long range , over head throws, sending javelins over the enemy knights head onto the weaker creatures below.
Able to disrupt paralyzed units, stone golems or hit supposedly protected clerics with a fast turn of movement the perfect skirmish unit can be formed.

- - - - - - - - - - - - - - -
Amazon Totem (Contraption)
Many Amazon villages are protected by various traps and the sorts, but also by the gods themselves, blessed totems watching over the Amazon towns, ready to alert the Amazon women while instilling fear and terror into the enemy that approaches
HP: 40
Power: -
Weapon Range: 3 squares in any direction
Armour: 10%
Blocking: 100%
Recovery Time: 3 turn
Movement: Immobile Unit
Notes: Targeting one unit, the totem places a single turn of waiting upon the enemy. This is NOT a focus spell. Once off spell effect upon an enemy unit, e.g. A knight approachs forward to attack an enemy unit. The totem places its power upon the knight, instilling a single turn of waiting upon the knight as if he had just attacked.
Tactics: Defending a unit or want an enemy unit to stay around, the enemy will think twice about attacking almost like the lightning ward. While maybe not providing a damaging effect that one turn could spell disaster for a stray scout or mud golem.

- - - - - - - - - - - - - - -
Amazon Dream Walker
Some amazons are gifted with a strange ability to send those into a deep sleep, able to pierce through mind and matter they go, searching for answers and solving the problems of others in their mental state. Their powers are strong, but it has its limitations
HP: 28
Power: -
Weapon Range: One unit within 3 squares away - Focus spell
Armour: 0%
Blocking: 25% Front / 12% Side
Recovery Time: 2 turn
Movement: 3 squares
Note: The Dream walker can paralyze one unit up to 3 squares away but has one special ability to that paralyzation. It effectively makes the unit fade in and out of real time, meaning any unit can pass through the unit as if it was not there but can NOT end its turn there. This means also spells, arrows and some blades (beast rider) can pass through the frozen unit also.
Tactics: Having the ability to paralzye unit already promotes one use, but then it seems uless because of the damage that can be done to it. A barrier will not only protect the Dream Walker from suffering damage and de paralyzing the enemy but it also has a low turn recovery as well as the ability to let your men (and women) walk past dragons and lightning wards relatively safe

- - - - - - - - - - - - - - -
Amazon Seeker
The amazons must be guided around the forests and jungles by a leader, and those granted with this rank often have the ability to do many other things. The seeker raises up her mental powers to send warriors across to the enemy before they know what has hit them
HP: 35
Power: -
Weapon Range: Target must be next to the unit its going to transport. Sends the unit 5 spaces away
Armour: 15%
Blocking: 38% Front / 18% Side
Recovery Time: 3 turn
Movement: 3 squares
Note: Teleports a unit (enemy or friendly) or herself 5 squares away
Tactics: Send away an enemy unit (even a lightning ward, heh) to another position or send one of your units across to the enemy to disprut the enemy lines

- - - - - - - - - - - - - - -
Amazon Dart Scout
The jungles are the amazons home, every single hiding spot and advantage point is known to them, especially their elite, the poison dart scouts. Able to pierce an enemies armour with a subtle ease through aim and knowing the chinks of an enemies armour, they inject a deadly poison into the enemy
HP: 22
Power: 10 + 5 (Armour lowers damage to represent under garments and antibodies)
Weapon Range: 4 squares
Armour: 0%
Blocking: 90% Front / 45% Side
Recovery Time: 2 turn
Movement: 5
Notes: Poison Dart and extreme accuracy from years of training mean that not only is the Scout extremly hard to hit by normal means, her darts are unblockable and cause a poisonous hit upon the enemy, causing a additional 5 points every enemy turn until the enemy cleric heals from which it is neautralized.
Tactics: Fast moving, once the enemy cleric is dead the Dart Scout is in its own environment, able to pick off the enemy knights with an ease, while being a more easy target for scouts, she can repay the favour. While the cleric still lives the dart scout still is of suitable value, but will serve more as a distraction and pester unit.

Thats about all I could come up with at the moment. Send in all comments and no flames. Don't like it? Vote on the poll then dissapear :P

DKR
06-23-2004, 06:52 AM
Keep the next reply space incase of needed reason? Don't know why lol.

Also I won't vote on my own pole lol. Also be nice or something... >___>

Cuathon
06-23-2004, 07:04 AM
i have to say that the totem thing doesnt help.
first the kngiht moves no wait then you attack then it moves again.
the knight moves and you attack then it moves.

you still only get 1 attack!

DKR
06-23-2004, 07:06 AM
You have read it wrong then Cuathon or i've structured it wrong. It is supposed to place a turn upon the enemy unit so it has to wait another turn before it can react giving time for a cleric heal, a knight hit, enchantress run in, etc.

ArcPaladinZero
06-23-2004, 08:48 AM
You really put a lot of work into these, overall I like the concept but it's not the best idea to come along but it is still pretty good. Very unique.

xerent
06-23-2004, 09:43 AM
These units are pretty amazing! There just seems to be an intangible commonality between all these units that is very fitting to the Amazon theme! Great job!

Everyone of these, in some form or another, has been thought of, but these units still seem so.... unique somehow. Some mechanics comments.

--Reduce Totem wait time to two turns. I think that would put in on par with everything else out there.

--The Javilineer seems like a sacrificial piece to me. I like how you put enough armor for it not to be killed in one turn by the LW, but I would like to see the Amazon deal 18+ damage. However, I think if you do that, it takes away from the uniqueness, and just becomes another scout of sorts... you know what, just leave it like it is. ^^

Lord Achilles
06-23-2004, 10:12 AM
I like everything but the totem. If someone has a Barrierward, Furgon, Lightning Ward, and your Totem, you're looking at a never-ending game. Or even just a Furgon and Totem, it'd last forever.

DKR
06-23-2004, 12:54 PM
All fair comments and I thank you for them :)

The Javelineer hasn't got a higher power simply because of its long movement with a suitable range and the ignoring Line of Sight, generaly it should not come into range of the Lightning Ward.

The totem was a spur of the moment idea I decided to throw in because of the amount of hard on dragon or muddie rushes. 2 turns of recovery i'm not sure of because as Lord Achilles said, it would provide a very hard defence to break but saying that a witch and dragon should be able to break it? I just felt we need another contraption of some sort to provide a suitable but different sort of unit.

The dart scout is one of my favourites. Its so deadly yet so fragile, I think it balances out well. If anyone is wondering, it has a 90% block because of the swiftness and concealed behavior, but a single knight hit would kill her, a settling balance I believe.

Thats all on my comments of the units, I suppose just to clear some problems the units might be causing.

Thanks for all your comments and more are welcomed :)

Serge
06-23-2004, 05:25 PM
They're above average, but they have all been done before, 'cept the Dream Walker, which isn't that usefull. With the dart scout you could just kill the cleric, then poison everyone then run. The totem doesn't seem that useful. The javenlenier should do more damage, but not more than 16. The seeker is to powerful, you could move a LW into enemy territory, than attack with it, than BW it, than attack, and so forth. All in all, they are better than most on this forum, but you could improve on them.

EDIT: Why is it that good ideas that happen to be long, like this one, get like no replies, but noobie flame golem ideas get 15+ posts.

ChingyDTP
06-23-2004, 08:10 PM
well they all ok but i like the warrior :D

Shadowfury333
06-23-2004, 09:11 PM
Maybe you should give some of these units some sort of "shrubwalk" ability wherein they can walk through a furgon's shrubs.

Also, reduce the seeker range to 4. 5 is a bit too much.

DKR
06-24-2004, 05:55 AM
If you restrict the ability to only have one dart scout and you can not recieve it from say drops, it suddenly means the unit becomes more of a protective piece than say a knight.

Even still you say if you kill the cleric Serge, your cleric should generally by well protected anyway.

The warrior is a favourite of mine I must admit ^_^

The units are designed not to brandish and fight golds and pure golds.

The ability to make something so you can walk past is credible when a knight blocks your way and there is no one else near to hit the dreamwalker or similar. It means you can say remove the lightning ward from play, barrier the walker and then stroll some knights threw the space ^_^

Duffman
06-24-2004, 06:32 AM
Yeah very cool DKR. The totem seems a little short sighted for doing no damage. If it's only adding one recovery then the only reason you would use it is if a unit you wanted to move/attack near it needed one extra turn before it was killed... But i mean yeah... everything serge said seems on the ball. Plus it's too late to come up with any original ideas for your units :p

Spyke72
06-24-2004, 11:17 AM
I like the Amazon Warrior a lot, it provides originality to the games that seem to dissolve into Knight moves to side, attacks, block/hit, repeat. Because of it's nice blocking and movement, I think it is a nice, balanced alternative to the Knight. The Totem just seems to be more of an annoying unit than something useful.... Maybe it could be reworked. But with xerent's suggestion of the lower wait time, that would be better. I LOVE the Dream Walker idea. That is something so original I haven't seen anything else like it on the forums for a while. Maybe more health on it though? At least as much as an enchantress, I think, considering the enchanty can freeze 10 guys, and this one is only freezing ONE guy, but specially.
(Did I just make sense? I'm having a problem making sense.):)

DKR
06-24-2004, 12:52 PM
Yeah you made sence :) I'm taking all this in and preparing the modifications to the stats with all your ideas to balance them out. They might not be made as proper units but at least it keeps us hoping ;)

Black_mage
06-24-2004, 04:07 PM
i liked every thing excpet the totem and the javileeneer. thing. ignoring LOS just makes REALLY powerful. do like how u balenced it by givine it low health and armour. i just think LOS gives the game another tactic and the javilineer takes that away.

DKR
06-24-2004, 04:25 PM
Explain a magic user then?

That doesn't need LOS.

It is a low powered weapon, but ignores LOS, care enough I think?

It takes away as much tactics as a mage does (so in other words it doesnt) in fact it adds some because of its stats reflecting everything.

Also you will know that the Scout's LOS isnt really that much. The LOS ability can be abused and it takes alot of movement to stop a scout shot.

The totem is truthfully more a gold unit. It reflects well against gold attacking units like dragons and muddies

iron-rain
06-24-2004, 11:24 PM
i think all of them are nice!

amish_ithead
06-26-2004, 12:19 PM
Now seeing as how I don't have a bias bone in my body, I have to admit that they are well balanced characters and somewhat interesting. I have no time to do research, but people said the samurai didn't fit because they were on a different continent than the setting of the game. Where did amazons actually originate...yes, the amazon, but where might that be? And also one more question...did you make these units because you are a feminist that would like to see more female units than male units on the game? No offense on this topic, just curious....(I'll leave the offense to next time we disagree)








People wonder if DKR is a feminist.

Hugh Junit
06-26-2004, 05:23 PM
These are really great ideas, DKR. I love the Amazon Warrior as a substitution for knight. Just slightly weaker , but the diagonal attack makes up for it. The Dream Walker's ability to make a unit fade in and out after freezing is a very cool idea that would add some nice twists to the game. Also, I think that a unit with the ability to relocate another unit, would be very interesting. The Seeker could be offensive ( say, move a unit over furgi bushes to attack cleric ) or defensive ( used as a cleric protector to put the hex on attacking knights, muddies etc.) Again, nice job.

iron-rain
06-26-2004, 08:53 PM
amish, you idiot.:D

amish_ithead
06-26-2004, 09:06 PM
He who asks a question is a fool for five minutes, but he who doesn't is a fool forever.

Well Iron Rain, you've manged to pull as much info out of your ass as GeneralBenedict.(who makes a habit of leaving posts with nothing but a smily for insult purposes) So until you can explain your reasons for thinking I'm an idiot, you will be considered a moron. Amish doesn't work for a shortened name for me either...try shthead (seeing as how my name is inferring that I am one.) I think that you're just dwelling on the fact that I lowered the bar of the ent (which you probably voted for...like an asshole.)









People consider Iron Rain a moron.

iron-rain
06-26-2004, 09:07 PM
Being considered a moron by you wont mean much to me.:)

And what the hell are you talking about?

Twelve
06-27-2004, 03:46 AM
Of all of these ideas, I think the most important one has to do with the one that has the ability to attack diagonally. It would add a nice dimension to the game. Of course, every unit would then have to have a DIAGONAL blocking percentage along with a side and front one, and that would require quite an overhaul in the entire gaming program.

At the same time, I don't think that ANY range-attack unit should be able to ignore LOS. Scouts are powerful already with the LOS restriction...

12

DKR
06-27-2004, 07:49 AM
Originally posted by Twelve
Of all of these ideas, I think the most important one has to do with the one that has the ability to attack diagonally. It would add a nice dimension to the game. Of course, every unit would then have to have a DIAGONAL blocking percentage along with a side and front one, and that would require quite an overhaul in the entire gaming program.

At the same time, I don't think that ANY range-attack unit should be able to ignore LOS. Scouts are powerful already with the LOS restriction...

12

Quite wrong Twelve. You see the problem you are trying to see is wrong because you will notice that upon a unit its front is decided upon the 3 squares in front of it, and then extenidng outwards diagonally, therefore you would not need to change the blocking values. If attacking diagonally from the front it would be a front blocking percentage, etc.

Also with only a range of 5 squares and a lesser hitting power it means that is sacrifices real strength for the ability to see while being in cover or to attack over the usual barrier of knights, barrier wards, lightning wards etc.

Amish, normally I have you on ignore but I saw your post on my thread and thought I had better read it. You see I designed the amazon theme list out of a curiosity of peoples thoughts upon ideas like this, also my ideas reflected well with the style of amazons and such like. Now there is no reason why certain unit names and descriptions can not be changed, I only am only suggesting possible options and giving a basic name to fit in with easier under standing :)

The feminist mark is how ever you wish to see me, you already labelled me as a communist. I am actually female, so therefore I see no problem in my list for me unless you feel offended I placed no males in a amazon list. Again it was to keep to the theme and style of the idea.

We have more male than female units and so thought I might try and suggest an alternative to that ;)

Truthfully though, these are just ideas from which I labelled to try and get people to have a better understanding and make sure everything fits in.

Now iron-rain and Amish, don't flame my thread. No more flames upon each other please :) (only warning ;))

Thanks all for you comments peeps!

Twelve
06-27-2004, 10:30 AM
Originally posted by DKR
Quite wrong Twelve. You see the problem you are trying to see is wrong because you will notice that upon a unit its front is decided upon the 3 squares in front of it, and then extenidng outwards diagonally, therefore you would not need to change the blocking values. If attacking diagonally from the front it would be a front blocking percentage, etc.

Also with only a range of 5 squares and a lesser hitting power it means that is sacrifices real strength for the ability to see while being in cover or to attack over the usual barrier of knights, barrier wards, lightning wards etc.


Alright...the first point is granted. Technically, then, the scouts are diagonal attacking units.

Hmmm...an attack range of only 5 squares...wouldn't that then take away from the entire punch of a ranged unit? If she has to get THAT close to...say...hit a stone golem, she'll most certainly be dead right after against any player worth his salt.

12

DKR
06-27-2004, 01:43 PM
Javelin units have always been skirming fast units. With the ability to move 5 squares, she would be able to throw a javelin over say a group of knights and kill a weakened witch, hurt a cleric to distract the enemy, etc. and then with only a turn 1 recovery still be able to run away, heal up for protection or run in further and take out another or the weakened unit.

A scout and Javelineer would be a good combination while still having a disavantage of health.

Dont forget 5 squares is still quite far away (a unit normally only moves 3)

And yes the scouts are diagonally fighters but the warrior benfits from an increased attack, health, armour and block, yet must get in close. Also it means you can run in and hit clerics/stone golems/enchantresses, etc. because the normal square facing wont protect you.

Admittedly more a grey unit but useful none the less. If it was created for instance I would a warrior and 2 knights or similar to support each other.

Twelve
06-27-2004, 01:52 PM
*claps hands in praise*

All in all, it's quite a well thought-out set of new units. I admit to having my problems with ignoring LOS...(I'm still thinking that they will be too powerful), but having a diagonal attacking unit is to me very important.

Good job, DKR!


12

amish_ithead
06-27-2004, 02:24 PM
It takes a brave one to make a truce with the enemy.

Now if you've read my post on the attention overpowered units aren't welcome, I said that I was making a temporary truce (using a truthful and unbias opinion.) I already put together the fact that you were a girl in our past quarrel. Just know that I meant no offense when I asked if you were a feminist, I simply can't stress that enough. And you know, I have been agreeing with what you said on all of the other threads(for the most part), and maybe we just got off to a bad start. Until next time our differences interfere, I offer a truce...do you accept?






People know that Iron rain and I will continue to flame each other, but I'll lead that to a different thread.

GeneralBenedict
06-27-2004, 08:47 PM
Wow. You would think its like a war or something. :o

amish_ithead
06-27-2004, 10:14 PM
War is a word, like any other, it has lost most meaning.

Because we all know that you were in one. Right General?










GeneralBenedict thinks he fought in a war.

GeneralBenedict
06-28-2004, 07:29 AM
:rolleyes:

Nah, I just thought the whole truce thing was funny. :p

nuclear mutant
06-30-2004, 01:37 PM
if that damn nuclear explosion hadn't made me unpotent i would definitely have had several orgasms on these units that's how much i love them:D

Kfn Warrior
07-04-2004, 08:50 AM
Originally posted by Serge
EDIT: Why is it that good ideas that happen to be long, like this one, get like no replies, but noobie flame golem ideas get 15+ posts.

HEY! I worked hard on that idea! = shakes fist = you'll get yours. Why don't you make a unit we can ridicule! CONSTRUCTIVE CRITICIZISM IS THE BASIS OF A GOOD UNIT!

So anyways, I got that out of the way. I like these ideas, and dispite the fact that so far it seems nobody like the dream thing, I think it would be awesome to use on a cleric if he is one of your last units and in lightning ward area or just being charged and you need some time to take out the chargers. All really good ideas, I like the dream thing the best.

Note: I only read until Serge insulted my unit :'(.
Now to finish reading!

Edit: And I thought the lady said no flaming...I didn't read that far so if my post could be considered flaming, I am sorry.

bludhoundz
07-29-2004, 01:02 PM
I think a load of people don't understand the totem. For example : your lightning ward has one recovery, a witch has 0 recovery and its your turn. Totem the witch and then burn it with lightning. It would be helpful in killing muddies with armor. I sense one problem : The amazon warrior. It outclasses the assassin in every way mostly. This makes the assassin a completely useless unit altogether.

edit : bump (I bumped this thread because I like the ideas and think that they should replace the n00b trash).

Walrus
07-29-2004, 01:18 PM
bump my undead then ^^

WlfBane
01-19-2005, 03:41 PM
HUGE bump

Serge
01-20-2005, 09:12 PM
I stand by my original post, this thread deserved more replies than that nooby flame golem thread.

Also, he said he wanted me to post an idea for him to ridcule? I think Wally boy is the only guy who has posted more ideas than me. Well, other than the morons who post crappy threads here. Oh, and maybe xerent.