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#1 |
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The one who mocks sense
Join Date: Nov 2003
Location: STOP UNDRESSING ME WITH YOUR EYES... well ok just a little longer... now stop
Posts: 2,041
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Some unit and unit ability ideas (long)
Some of this stuff is out there a little, and not sure if stuff like corpse tracking is in the tech, but just a few suggestions for the future of the game. Forgive my presentation, i'm too lazy to type everything out or spell check throughly.
Quick description of terms used in unit descriptions to save time: Pure: won’t take the field with wicked units (might include cleric, oh and plz shorten the cleric heal animation) Wicked: won’t take the field with pure units (redundant huh) Natural: won’t take the field with golems or contraptions Regeneration: X: at the end of each turn a unit heals for X health Plague: X: all units in play take X damage Summon: focus skill, unit creates another unit that stays in play as long as focus is maintained and the summoned unit has health. Trap: create a trap for a given square, this trap remains until triggered (moved over) by a unit, friendly units will avoid them as if they were an obstruction, unless no other path exists to target square. Enhanced Melee: decreases chance to block of target by 50% Friendly: this is what happens when said unit attacks another friendly unit Self: this is what happens when said unit targets itself with an attack command Enemy: what happens when said unit attacks an enemy unit Corpse: what happens when unit targets a fallen unit SvX: stats versus X existing unit, any stat not mentioned would be the same, this includes attack patterns. Artifact: unit that doesn’t count toward your unit total, only one per team, treated as contraptions. Racial Units: Paladin: Pure, SvKnight: greater recovery, Friendly: Heal single target within melee range. Dark Paladin: Wicked, SvKnight: more power, less block/armor, greater recovery, Self: Plague:10. Ranger (elf scout): SvScout: less attack range, more movement, less block/health, piercing attack: all units in los between ranger and target are hit, total damage is divided between all targets, however if one unit blocks, no units beyond are hit, armor affects damage. Necromancer: Wicked: SvCleric: requires Los to raise dead, but no range limit, Corpse: focus: raise dead, unit returns to game (at place of death), with penalties to all stats, no unit can be raised twice, or healed in any way. Magus(elf mage): SvWitch: no change except attack patterns, Enemy: paralyze: short range, Self: summon wood golem (maybe mud) Berserker(orc fighter): high power, low health/armor, low recovery, high movement, high frontal block, but no side block, enhanced melee. Telepath: SvWitch: different attack patterns: Enemy: focus: gain control of enemy unit (telepath is immune to this effect from other telepaths), target contraption: move contraption a few squares. Druid: Natural: SvCleric: different attack patterns, Self: Focus: all friendly units regenerate 5 per turn, Friendly: Focus: raises a barrier on that unit Lepper: SvPyromancer: has a Knight’s attack pattern: Self: focus: Plague: 10, all units take 10 damage each turn. Priestess: SvWitch: different attack patterns, Enemy: focus: curse: -50% all stats, +100% recovery, Corpse: focus: summon zombie Taskmaster(Orc): SvAssassin: Knight’s Attack pattern: Self: negates all recovery time for all friendly units, high recovery time after this attack Trappers: high move/recovery low everything else Human: Trap: paralyze until unit is damaged Elf: Trap: gain control of unit for one command Orc: Trap: damages an area of 3x3 centered on the trap Werewolf: Human form: SvPyromancer: no attack pattern, very high recovery time (bonuses for all unused moves/attacks apply) Self: Transform into wolf form for 2 turns with no recovery time in between. Wolf form: SvAssassin: Pyromancer health, more power: Enhanced melee, heal to full life whenever damage is dealt to any unit, 10% chance to infect any damaged human unit, changing them into a permanent WW in wolf form. Dwarf tinkerers: high health/armor/recovery, low power/move/block War: Summon light ward Speed: Summon teleport ward Wall: Summon barrier ward Chance: Summon Chaos ward Racial Generals: When a racial general is fielded, you may field one extra unit of that race, only one general may be fielded at a time. Elf: SvRanger: more power/range/movement/defences Human: SvKnight: more power/block Orc: SvBerserker: more power/health, normal chance to side block Dwarf: SvTinkerer: more power/block, all contraptions -2 recovery Other units: Bone Golem: SvFrost golem: Knight’s attack pattern, gains health/blocking/armor/power for each corpse in play Fire Golem: high movement low health/power/recovery, all melee attackers take damage, when golem dies it damages a 3x3 area centered on golem Wood Golem: SvKnight: no blocking more health/armor, regeneration: 5. Teleport Ward: can teleport any unit within its range to any space on the board. Chaos Ward: at random (uncontrolled) intervals damages or heals any or all units within it’s range. Orbs: contraptions: 50% blocking Nuturing: all units +1 power, all natural units + 2 regeneration also (natural units will field with this contraption) Festering: all units -25% max health, no penalty to wicked units Purifying: all units -1 recovery, no bonus to wicked units Wolf: no blocking/armor, low health/recovery, average power, high movement, counts as half a unit. Troll: no blocking, low armor/movement/recovery, average health/power, regeneration: 5, even after death the troll continues to regenerate, and rejoins the game when he reaches one half health, can’t be healed between death and revival, and the game still ends if a troll has not revived. Zombie: no to low everything except average health and high power. The one ring: artifact: all friendly units +2 power, 100% armor 50% blocking/magic resist(chance to block unblockable), if “hit” controller of attacking unit gains control of the one ring The holy grail: artifact: resurrect to full health/stats one unit, huge recovery, 95% blocking, 1 health, game ends even if next turn the grail would be available to rez a unit for the loser. Last edited by LondonJack; 11-25-2003 at 08:09 PM. |
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#2 |
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Junior Member
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I like the trap setter idea. I used to love the bomb units in the classic game Stratego. You knew where they were but your enemy had no clue till he attacked em. Maybe call that unit a Subverter or a Miner. Or you could go the way of Final Fantasy and have him "enchant" the ground and make him a Geomancer.
To keep the element of surprise you would have to let him set a trap at least 2 spaces away, one without a unit currently occupying it. Geomancer/Miner Power 25 Movement 3 Armor 5 Parry (maybe 33% like the pyro if he holds a staff, or a shovel) Hitpoints 30 If he was a miner you could maybe let him have two mines at a time active (that you can see, but your opponent can't) But if he was a geomancer I'm guessing you would have to maintain a focus (cuz thats the way the game is modeled) and maybe he could enchant a certain pattern of spaces. This way your opponant could see that there are traps down but not know where. Miner would have a +2 refresh for laying a mine geo would have a +3 after enchanting the ground Phyrus |
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#3 |
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The one who mocks sense
Join Date: Nov 2003
Location: STOP UNDRESSING ME WITH YOUR EYES... well ok just a little longer... now stop
Posts: 2,041
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ok just an edit that's too late and a new idea
Enhanced Melee change: -25% from the max chance to block (80% becomes 60%) Bonded units: These units must field together (you must have enough units spaces on the field for all the units bonded together in order to field any of them, they all enter the field once the first is placed) Shock: SvPryo less power, different attack pattern: bonded to awe, does an electric attack, that randomly chooses one enemy target within 2 spaces of the initial target, and hits that target for half of shock's power rounded down, this continues until shocks damage equals zero, or their are no other targets within range. (aka chain lightning from diablo) Awe: SvAssassin, hits all targets in an X melee pattern instead of a +, slightly less blocking: bonded to shock, small chance to paralyze any unit Awe deals damage to, until that unit is damaged or healed
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#4 |
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Something Wicked
Join Date: Nov 2003
Location: Stealing your innocence
Posts: 5,802
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Wow. You were right when you said the post was lengthy. It was kinda a confusing read. But I think some of your ideas are really good. Espically the traps. Those could open up all sorts of new stratgeic angles. Like you got a pesky injured pyromancer that is looking to attack your lighting ward, and you put a trap at that area that is just outside your wards range and then the pyro walks up thinking he has got an easy attack angle and BAM! some kind of explosin of fire or light or something, no more pyromancer! Or in the end game when you trying to play a running game with you one semi-healthy knight vs. their massively injured one and nearly full health one, have your trap mage dude set up a trap to the side of your knight, they send in healthy knight to finish you off and BAM! off goes the trap and beating him down to a low level of health so you finish him off and get to chase after his last beaten up knight. I could go on all day on this subject. Keep up the good work
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#5 |
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Senior Member
Join Date: Nov 2003
Location: Sinagpore
Posts: 154
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i looking forward for u to make the plans of the units....hope u are...then i am able to see it much better
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#6 |
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The one who mocks sense
Join Date: Nov 2003
Location: STOP UNDRESSING ME WITH YOUR EYES... well ok just a little longer... now stop
Posts: 2,041
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Yeah i have to agree that's a confusing read, just came back and it took me a few minutes to understand some of it
anyway a few changes and a couple new ideas. Druid: regenerate: 3 (5 per turn is too powerful) Shieldbearer: no power, low movement/recovery, high health/armor, 100% frontal block, 80% side. Shieldbearer has a chance to block for any frienly unit within a 3 x 3 area centered on the SB. This chance to block depends on the direction of the attack in relation to the orientation of the SB, and applies to LOS attacks that pass through the SB's area of influence. the chance to block for other's is 50% of the SB's chance to block against a given attack. Faery: high movement, high blocking all sides, immune to magic (unblockable), low health, teleportation, teleports randomly after a block, healing damages faery, medium power, knight's attack pattern, unblockable attack. (ok that's just some random thing i just pulled out of a hat)
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#7 |
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KOTR War Commander
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dont think it will happe sorry dude. thats not wut team customizing is about.
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#8 |
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The one who mocks sense
Join Date: Nov 2003
Location: STOP UNDRESSING ME WITH YOUR EYES... well ok just a little longer... now stop
Posts: 2,041
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Someone made a good point about teleporting a light ward into the opponents area, so a couple changes to units.
Teleport ward: Teleports a single mobile unit adjacent to the ward (3 x 3 area centered on the ward) up to 4 spaces away. Telepath: target contraption: move contraption one space (range of 2 for either telepath ability) Medusa: SvFrostgolem: less health, one movement, focus: LOS paralyze, range 5, any unit that crosses the LOS between the medusa and the target becomes paralyzed as well.
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#9 |
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KOTR Reservist
Join Date: Nov 2003
Location: Banff
Posts: 172
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I think your telepath should probably a Psionicist or some such, as the power you describe is really Telekinesis.
Trappers: You might have this as a Frost Golem-type ability, except that your opponent can only see that the ability was triggered, NOT the square on which it was triggered. Thus, you've suddenly got a wide range of tiles where your unit might take damage just for walking. Could really change how your opponent deploys their units. |
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#10 |
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The one who mocks sense
Join Date: Nov 2003
Location: STOP UNDRESSING ME WITH YOUR EYES... well ok just a little longer... now stop
Posts: 2,041
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Both solid suggestions ultra.
A couple quick additions... Shieldbearer: counts as half a unit, opponent does not have to kill SB to win the battle. Mage sans decent name: SvPyro: no power, focus: target unit becomes invisible. effects of invisibility: -your opponent can't see the unit, however you can -moving or attacking does not reveal the unit, however enemy units cannot move through it, so movement patterns would. -the unit has an increased chance of blocking in all directions -an enemy unit turned invisible cannot be commanded, but would still have the increased chance to block
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#11 |
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The one who mocks sense
Join Date: Nov 2003
Location: STOP UNDRESSING ME WITH YOUR EYES... well ok just a little longer... now stop
Posts: 2,041
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Ok think i will give in and make this a little more readable, but no more then a few units at a time. I left out most the specifics initially (or based units off existing units) b/c its the devs job to fill in the blanks and balance things according to their game philosophy. My personal philosophy about new units is that dual function units and units that change the number of fieldable friendlies is the future of the game, this might seem a little overpowered in the current enviroment. (any stat not listed assume is 0)
Druid Health: 22 (suggested in the clan elder thread, seems like a solid idea) Power: 3 Move: 1 Range: 3 Recover: 5 -Target Self: Focus: all friendly units heal 3 at the end of each turn (range doesn't apply) -Target Friendly: Focus: raise barrier on that unit (range applies) -Natural unit: won't field with golems or contraptions Psionicist (aka telepath, thanks to ultra for the better name) Health: 28 Power: 0 Move: 3 Range: 2 Block: 20% (10% side) Recover: 3 attack pattern: same as enchantress, only for one target -Target enemy unit: Focus: gain control of that unit -Target contraption: move that contraption one square Paladin Health: 50 Power: 20 Move: 3 Range: 1 Block: 80% (40% side) Armor: 25% Recover: 2 attack pattern: same as knight -Target Friendly: heal 20 -Target Enemy unit: melee attack -Pure unit: won't field with wicked units Dark Paladin Health: 40 Power: 24 Move: 3 Range: 1 Block: 60% (30% side) Armor: 20% Recover: 2 Att Pat: knight -Target Self: Plague: all units in play take damage equal to 1/3 the Dark Paladin's power (including the Dark Paladin) -Target other unit: melee attack -Wicked unit: won't field with pure units Necromancer Health: 24 Move: 3 Recover: 5 -target fallen friendly unit (assuming corpses or graves are in game): LOS to cast: Focus: unit returns to game with 30% penalties to all stats, returned unit can't be healed and leaves play if necro loses focus. No unit can be raised twice. -Wicked unit Magus (elf mage) Health: 28 Move: 3 Range: 2 Recover: 3 -Focus: summons a wood golem in the space the magus is facing (must be vacant) (used to be more, but looking back it seemed a bit much) Wood Golem Health: 60 Move: 4 Power: 20 Recover: 2 Att Pat: Knight's Regenerate: 5 (heals 5 at the end of each turn) Ok that's enough for now, will probably take this back up later
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#12 |
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Member
Join Date: Dec 2003
Posts: 65
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Magus and Psionicist seem far to powerful.
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#13 |
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The one who mocks sense
Join Date: Nov 2003
Location: STOP UNDRESSING ME WITH YOUR EYES... well ok just a little longer... now stop
Posts: 2,041
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Couple new ideas, and think i will work on making a few more units readable.
Timekeeper Health: 20 Recover: 9 Focus: speeds up your opponents turn clock by 30% Apathy (or gravity) mage Health: 24 Recover: 5 Focus: all units in play (enemy and friendly) lose teleportation, and have their movement and range cut in half rounded up. Ranger Health: 30 Power: 18 Armor: 8% Block: 50% (25% side) Range: 4 Move: 5 Recover: 1 Att Pattern: Scout Los Piercing attack: all targets in the line of sight take damage (divided evenly), however if one target blocks, all targets behind him do not take damage Berserker (orc fighter) Health: 40 Power: 28 Armor: 8% Block: 70% frontal (no side block) Range: 1 Move: 4 Att Pat: Knight -Enhanced melee (decreases chance to block of target by 25% -80% becomes 60%-) Bone Mage (formerly Lepper) Health: 18 Block: 33% ( 16% side) Move: 2 Recover: 3 Focus: all units in play take 10 damage at the end of each turn. Priestess Health: 28 Block: 20% (10% sides) Move: 3 Recover: 3 Range: 4 Att Pat: Los Target living unit: Focus: Curse: -50% (rounded down) Move, Block, Power and range (range rounds up instead), +100% recovery. Target Grave: Summon Zombie (destroys grave) Zombie: Health: 50 Power: 22 Move: 2 Recover: 2
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#14 |
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Registered User
Join Date: Nov 2003
Posts: 114
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this is way to long, I'll never responde to it...
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I'm part of the unit team. |
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#15 |
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Member
Join Date: Dec 2003
Location: california
Posts: 53
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i have 1 question how is the trapper supposed to lay them all or can they choose which ones i dont get it
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