Pain
12-03-2003, 08:20 PM
Name : Puppeteer
Unit Type: Human, Male, Ranged
Hit Points : 25
Armor : -
Power : -
Blocking Rate : 40%
Movement Pattern: 3
Attack Range: 3
Attack Pattern: Targeted unit (tile)
Attack Graphic: "Casts" strings at target unit. (strings do not actually reach beyond the unit's sprite, but i'd assume it would convey the general idea)
Unit Delay:5
Apperance : bald male in a solid color robe, holding in his hands two X's of two small wooden pieces (Marionette stringends) with strings dangling from them to his feet.
Special Attributes: Can only be cast on a Melee Unit. After casting,the "Puppet'ed" unit is able to be controlled by you on your next turn. (NOT on your opponents turn following the cast, but the turn after){ALL effects and restrictions still apply even if you are controlling unit (barrier, focus, move range, etc) "Puppet'ed" unit breaks attachment after your possible turn to control him.
*Cannot be casted on First Turn
*Unit is Focused while "Puppeting a unit" (It is focused for two turns, the following three are normal recovery)
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One of the many unit ideas surging through my brain, i'll go one at a time so you can respond with ease! Any questions about functions or suggestions on how to make it better, lemmie know. Or lemmie know if it flat out sucks!
======EDITx1=========
I just had a shocking idea. dark's comment got me thinking more than i had before. Instead of making a unit to counter...how about just altering this unit....get this...
*Drop the unit delay to 3 or 4
*Alter the unit so as to counter it like so;
After you have already casted it upon a unit.
On your opponents next turn he can/may use a Knight, Ass, or Scout (any unit with a blade/sharp edge) to "break the bonds of the Puppeteers strings" and do a minimal ammount of damage to the unit which he just broke the bonds of (anywhere from 5-12, it needs to be enough that it's worth doing damage to break the bonds...but at the same time it might not be a good idea to inflict XX damage to your own unit, for fear of it dieing the next turn....there needs to be some decision, i figure dmg done could influence that)
Unit Type: Human, Male, Ranged
Hit Points : 25
Armor : -
Power : -
Blocking Rate : 40%
Movement Pattern: 3
Attack Range: 3
Attack Pattern: Targeted unit (tile)
Attack Graphic: "Casts" strings at target unit. (strings do not actually reach beyond the unit's sprite, but i'd assume it would convey the general idea)
Unit Delay:5
Apperance : bald male in a solid color robe, holding in his hands two X's of two small wooden pieces (Marionette stringends) with strings dangling from them to his feet.
Special Attributes: Can only be cast on a Melee Unit. After casting,the "Puppet'ed" unit is able to be controlled by you on your next turn. (NOT on your opponents turn following the cast, but the turn after){ALL effects and restrictions still apply even if you are controlling unit (barrier, focus, move range, etc) "Puppet'ed" unit breaks attachment after your possible turn to control him.
*Cannot be casted on First Turn
*Unit is Focused while "Puppeting a unit" (It is focused for two turns, the following three are normal recovery)
--------------------------------------------------------------------
One of the many unit ideas surging through my brain, i'll go one at a time so you can respond with ease! Any questions about functions or suggestions on how to make it better, lemmie know. Or lemmie know if it flat out sucks!
======EDITx1=========
I just had a shocking idea. dark's comment got me thinking more than i had before. Instead of making a unit to counter...how about just altering this unit....get this...
*Drop the unit delay to 3 or 4
*Alter the unit so as to counter it like so;
After you have already casted it upon a unit.
On your opponents next turn he can/may use a Knight, Ass, or Scout (any unit with a blade/sharp edge) to "break the bonds of the Puppeteers strings" and do a minimal ammount of damage to the unit which he just broke the bonds of (anywhere from 5-12, it needs to be enough that it's worth doing damage to break the bonds...but at the same time it might not be a good idea to inflict XX damage to your own unit, for fear of it dieing the next turn....there needs to be some decision, i figure dmg done could influence that)