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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)

Levie
12-03-2003, 08:25 PM
very well...very well i like it alot!!!!! it will work out with lower hp

penguin taco
12-03-2003, 08:32 PM
well i think it flat out sucks, a character who can control another character is way to powerful, and besides y would u want to take out a character so u could take over another character temperarily

Ri'Orius
12-03-2003, 08:50 PM
I think it's worthless, why take control of their Knight instead of just using your own? Why spend two turns instead of one? Really the only use I can see is to take control of the Assassin who gets behind your lines and makes a break for your Cleric: grab 'er and move her back. Kinda limited, no?

Pain
12-03-2003, 09:42 PM
what if, then, the strictly Melee portion of the requirements is altered to include any Human unit? Smacking someone with his own Pyro, for instance.

penguin taco
12-03-2003, 09:43 PM
well i dont think there should be any unit taht can make a player take control of another players unit

Pain
12-03-2003, 09:47 PM
Ahh...well...even opinion said as so.....you must still admit something of it's kind would give a new avenue of unique flavor to the game.

penguin taco
12-03-2003, 09:51 PM
ya i suppose... but its not a very original idea, theres been a whole lot of people suggesting a unit like this, well i suppose u had the best name and discription out of all them

Pain
12-03-2003, 09:53 PM
Yes, i had noticed the basic idea floating around....but no1 really capitalized on it.

darkdelirium
12-03-2003, 10:29 PM
*advantages of hypothetical puppeter, current limitations*
Take over a knight. smack any other unit they have. They spend one turn to break focus. You send a scout to kill.

*advantages of puppeteer, not mellee only*
Take over dark magi. Kill cleric or hit probably three units.
Opponent gets pissed off or leaves.

I dont see any balance problem with this unit really. Either way... there are uses. He's like frosty, a bit less health and a bit more ability.

The only problem, and the reason I dont think it would ever be put in, is the fact that you could not really guard against implications of this unit.

Pain
12-03-2003, 10:40 PM
Good point on the Counter comment, dark. Nice breakdown as well.

But as i'm working on new units i've already started scratching the surface on an effective way to counter it...without SOLELY being a counter unit for JUST it. Whether i release it or not depends if this unit receives a majority of good votes/comments. :D

Pain
12-03-2003, 11:08 PM
*Read the Edited portion*
Just had a revolutionary idea! :D

squid
12-04-2003, 05:10 PM
i think its just a waiste of unit. i mean taking over another unit is just pyscho i mean like that would be just gay you know what i mean?

Pain
12-04-2003, 05:39 PM
Many people are saying ideas/units like these are "crazy" or too "insane" But I have yet to see more than 3 or 4 properly developed units, or good new ideas on this forum. (the guy with the Healing Ward was one of them, props to him)

90% of people post generic ideas that some are probably bound to go into the game, because of lack of something different.