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Thaago
07-04-2004, 01:34 PM
Demonlings
Hit Points: 20
Power: 10 (unblockable, fire type)
Armor: 10% (15%?, 0%?)
Blocking: 40% (20%)
Movement Range: 4
Attack Range: 2 (in straight line only)
Recovery Time: 2

Special: teleports (flies)
counts as only 1/2 of a unit (comes in pairs)
cannot be healed

The demonlings are the basic minions of hell, being dumb, nasty, and weak. They serve to pad out the lines, doing little bits of damage that eventually adds up. While these units are good at penetrating enemy lines and going after already hurt spellcasters, knights will hardly even feel the flames. They can be killed by a single knight hit or dragon flame or dark magic witch. As with all demons (hellspawn, whatever...) they do not respond to good magic, and cannot be healed. They have a deep disdain for others and do not get out of there way (you cannot move a unit through them). Because of there low hit points and low blocking, they can be easily picked off by scouts. To conter the fact that these units are very very weak is the fact that they can be controlled without difficulty; 2 of them can be employed for the price of one.

Ok, this is the first unit i have ever posted, so please tell me what i did wrong. With all of these super-powerful units going onto the field (like the dragon) i thought, well, why not go in the other direction? There could also be other demon units that are big, like a Demon Lord that would count as 2 units. (With that could be like a demonspeaker witch, making witches more powerful? (just a thought)) Demons are something that i think would be good for the game, cause they cant be healled by heavenly magic, so with them on the field the game would be short, but painful.

Tell me what you think.
~Thaago

The_Pie_Man
07-04-2004, 10:06 PM
the end of the name with "LING"
and the 1/2 supply is straight from stacraft.
But still not a bad idea.

Thaago
07-05-2004, 12:36 PM
yeah, i know its a little like starcraft, but it really is nothing like a zergling. (it flies for instanec)

its just meant to to be a counter part to super powerful, high space units: weak, low space units!

(plus theyd be wicked annoying to kill!)

xerent
07-05-2004, 01:58 PM
For being a new member on the forums, you have some really fantastic ideas.

I like the more power in exchange for non-healing capability idea as well, however, I think these particular lings are a little weak.

In Starcraft, the reason zerglings were so feared was because of thier natural affinity for swarming things. But this isn't Starcraft. This is a turn-based strategy game where we move one unit at a time. Very difficult to pull off swarms. In addition to that, these units also have a high recovery time.

Lets take and combine two of them, so it fills up one unit slot

Dual Demonling

Hit Points: 40
Power: 20 (or 10 if you cut recovery in half)
Armor: 10%-ish
Blocking: 40%
Movement Range: 4
Attack Range: 2
Recovery Time: 2 (or 1 if you cut power in half)

This dosen't even take into consideration that you have to use twice as many turns to move the 1/2 unit lings. As you can see, it runs sub-par with many of the other units out there. Here are my suggestions to make these more balanced, and terrifying to face.



Demonling

Hit points: 20
Power: 12
Armor: 10% (I like the idea of a knight killing these things in one hit)
Blocking: 40%
Movement Range: 4
Attack Range: 2 (Straight Line Only)
Recovery Time: 0 for movement, 1 for attack, 1 for both. (Might even consider making it 0 recovery across the board, that might make it a bit too powerful for the 1/2 unit, however... I don't know)

Specail: Hits both squares in its attack. This is blockable.
Teleportation
Counts as 1/2 Unit
Unhealable

However, this introduces the problem of rendering the Beast Rider obsolete, which many golds do not use anyways, So I introduce a secondary attack for the beast rider, which is the beasts attack. I don't know the specifics of this yet, but it would make the Rider a bit more popular, and a more viable option in games.

iron-rain
07-05-2004, 02:05 PM
The whole 1/2 unit count is cool but it wouldnt workout that great. So 2 of those little guys would be important.

Thaago
07-05-2004, 02:49 PM
Thank you guys so much for comments.

Xerent, you are absolutley right. As i play this game more i see how it becomes difficult to control multiple units, especially with high recharge times, so i think it would be best to lower the recovery time to 1. The little power boost would also improve its ability to kill knights. However, i have to disagree with the secondary attack; first of all agreeing with you that it would make riders obsolete (heck i dont use my rider at all anyways!) and second of all, just logistically, where is an imp gonna get a polearm or tendrils? it just doesn't fit with the concept all that well.

Thanks a bunch. In a couple of days il put together all teh stuff you guys have said and put up a new, improved thread.