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Old 11-27-2003, 03:37 PM   #1
magicianking
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Smile Trebuchet

This would be another sort of ward kind of like the lightning ward but with some differences.

Trebuchet
This wooden contraption sends groups of rather large rocks at your enemies without them even knowing what has hit them. If this machine isn't dealt with properly it can land a heavy blow on the opposition

Statistics

Hit Points: 50
Power: 20
Armor: 18%
Recovery Time:5
Attack Range:4

Attack Pattern:
Hurls a group of rocks at any enemies in its range in a single spot and the 4 spots surrounding it.

Special Abilities:
100% blocking from all sides

Tactics

If you happen to find a group of enemies in range of your trebuchet you'll find using it will make things a lot easier on you to finish them off.

Retreat your units close to your trebuchet as protection. The enemy will have to rethink his strategy while you have time to reorganize yourself.

This contraption can be rather hard to kill, so anything that happens to attack it will be left vulnerable for you to finish off.


Tell me what you think. I tried to model the description after how they describe the units on the site.
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Old 11-27-2003, 04:07 PM   #2
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Kinda like the lightning ward but different. Seems cool but it may need to be tweaked a little bit...just a tiny tweak.
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Old 11-27-2003, 04:10 PM   #3
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how 'bout make the attack like 30 or something, and take 2 straight turns to attack, first to prepare, second fire. You select where to attack first turn, and the opponent gets a turn to either try and kill it, or guess where you'll fire, and evacuate improtant guys?
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Old 11-27-2003, 04:13 PM   #4
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It might be a little weak for its recovery time. Maybe knock the recovery time down to 4 and it would be fair? Up to 20 damage in 5 squares is a pretty decent attack to me. It's especailly useful for getting a group of knight's life down to be able to kill them in one or two more hits or finishing off an annoying mage that you just can't quite reach.

Edit (to link182): Two straight turns to attack would seem sort of unfair for both people. For the attacker, using up two turns in a row without being able to change anything could be a very risky move if the opponent makes a good move with their archer or mage that could endanger your cleric. For the defender, they wouldn't be able to move all of their units in time and 5 sqaures of 30 damage would be a little much considering the lightning ward can only do 1 sqaure of 30.
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Last edited by magicianking; 11-27-2003 at 04:18 PM.
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Old 11-27-2003, 04:20 PM   #5
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I like Link182's idea. After all, it takes a loooong time to load one of those things and this would add some good tactics not to mention definatly not wanting your units to clump up. One other thing though, this is not a magical attack so perhaps units get to use half of their blocking ability to avoid the strike.

*EXAMPLE*

For instance, the trebuchet fires at a knight and a scout. The knight is hit in the side while the scout is facing the trebuchet. Knight has 20% *instead of 40%* chance to block attack while scout has 30% *instead of 60%* chance. Not bad eh?
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Old 11-27-2003, 04:26 PM   #6
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I like the blocking idea now that you mention it. Maybe take the damage to 22 since it can be blocked then. Also, with a 4 or 5 turn recovery rate they could add something where you slowly see a pile of rocks build on the launcher part of the trebuchet instead of waiting 2 turns for it to fire. With the two-turn waiting period, it would be a total of 5-6 turns before you could fire the thing and that wouldn't seem fair enough if it didn't do more damage but at the same time you dont want an ultimate weapon sort of thing.
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Old 11-27-2003, 04:28 PM   #7
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One final note, the trebuchet does not lower other wards blocking.
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Old 11-27-2003, 05:58 PM   #8
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I like the idea of having to take one turn to load the rocks. I say make it a little less difficult to kill and have a recovery time of 3.
Also I think it should be able to move, but only like one or 2 squares at a time.
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Old 11-27-2003, 11:23 PM   #9
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hmmmm, not a bad idea, but seems too powerful too me. A range of 4 is just overpowering, and no attacking ward should have more than 3 range, so you cant pick off untis right at the start and be able to guard right to the side of the playing field. Maybe balance it by making the 4 surrounding squares only get dealt half the damge, or 3/4 of it or something. Good start though.
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Old 11-28-2003, 11:03 AM   #10
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Yeah i think Renegade is right, no ward should have more than 3 range.
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Old 11-28-2003, 11:47 AM   #11
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ive said that catupults and such shouldnt be in this game because it would just ruin it!.....however...this design id actually unique and thought out! (that puts you a step above most people on this board) I think it will make an excellent unit...you got my vote..
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Old 11-28-2003, 11:49 AM   #12
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OMG you've converted shadows well done MagicianKing
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Old 11-28-2003, 11:50 AM   #13
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i know...its insane is it not? this is one of the two ideas that ive actually enjoyed (the other was the banner/musician idea)
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Old 11-28-2003, 03:06 PM   #14
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doesn't anyone like my elite assassin?
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Old 11-28-2003, 03:07 PM   #15
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Ice dragon, no offense but those elite units are way to powerful to be liked.
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