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#1 |
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KOTR War Commander
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ok heres some more units I created during math class
. this edition i've tried to focus more on defensive units because all people seem to be coming up with are more offensive, although there are some.Name: Paladin or Holy Defender Hit Points: 40 Armour: 25% Power: n/a Movement Range: 2 Blocking: 100%, 65% sides, 15% back Recovery Time: 4 Appearance: Kind of like the knight but with guilded armour and helm, and a large shield displaying a glowing cross. Attack Pattern: Targets one unit anywhere on the playing field. If targeted unit is attacked during either of your opponents next 2 turn, switch it with the Paladin, having the Paladin face the attacker and take the attack. Switched units stay switched. Opponent cannot see which unit has been targeted until the switch occurs. The effect may not be used twice if the target is attacked on BOTH your opponent's next turns. This unit would be for using to trick your opponent on wasting an attack, or jsut for buying time for a retreating unit with a high recovery time. ------------------------------------------------------------------------------------ Name: Priestess Hit Points: 28 Armour: --- Power: n/a Movement Range: 3 BLocking: --- Recovery Time: 4 Appearance: a priest... i dont care.... give him robes.... Attack Pattern: Heals any single unit for 25 hit points. Just another healing unit for when you need more focused healing, but the movement range is fairly low so he can't be used to save a retreating unit, just to heal it if it makes it back. ------------------------------------------------------------------------------------ Name: Cloud Ryder Hit Points: 25 Armour: 8% Power: 5 Movement Range: 7 Blocking: 80% ALL SIDES (since it's on a cloud....) Recovery Time: 1 Appearance: Humanoid holding dagger who floats on a could slightly above the playing field. Attack Pattern: Attacks a single tarter on any tile ajacent to the Cloud Ryder Special Abilities: Teleportation This would be a unit used to finish off retreating units without having to risk getting killed in thr proccess. He is weak to magic, but I might still raise his recovery time to 2. ------------------------------------------------------------------------------------ Name: Stone Ward Hit Points: 65 Armour: 25% Power: n/a Movement Range: n/a Blocking: 100% All Sides Recovery Time: 3 Appearance: 3 stone obelisks set around a floating boulder Attack Pattern: Creates a boulder that fills a single tile within 8 tiles of the Ward. Boulders have 50 hit points and last until destroyed. Unit designed to help set up defensive perimiters. Could have other uses as well.... such as trapping an enemy unit.... ------------------------------------------------------------------------------------ Ok well that ends this edition of my units, but ILL BE BACK! yeah eventualy i hope the game to have enough units that the players must choose a race and then a team from that, but may have 1 perminent team of each race. Suggested races: Human, Golem, Undead. IF YOU HAVE MANAGED TO GET THROUGH READING THIS WHOLE THING, PLEASE POST YOUR COMMENTS! |
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#2 |
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Senior Member
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I like the paladin idea, seems pretty nice, Priestess is to much like the healing ward, Cloud rider...well...even with all its stats it isn't worth it due to super low damage...and the stone ward is...interesting.
All in all i rate it 3 1/2 stars
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Once again, he didn't see that coming. |
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#3 |
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KOTR War Commander
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hahaha well maybe ill do my next set in social class and see if i get better results
. yeah i just wanted to focus more on defensive units this time around. With all the new 'ability' units coming out, attacking is being waaaaaay too easy.
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#4 |
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Senior Member
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Keep them coming, you get some pretty sweet ideas sometimes
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Once again, he didn't see that coming. |
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#5 |
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KOTR War Commander
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*bump*, cmon i spent i while on these things, comments plz.
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#6 |
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Member
Join Date: Nov 2003
Location: your mind
Posts: 38
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i like the paladin...cloud ryder is interesting but the stone ward is defintely a cool idea....useful for stratgies and slowing enemy advances!
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what is real...how do you define real? |
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#7 |
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KOTR War Commander
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*bump* more oppinions please
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#8 |
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Junior Member
Join Date: Nov 2003
Location: Remington,IN-United States
Posts: 17
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I dont know why u keep saying bump but ill give my opinion anyway...
the paladin is a good idea if u do have units in danger of attack that r recovering for another attack... the priestess i think would be better than a cleric bc being able to heal everyone on the field kind of sucks if u have hurt everyone on the field but good never the less. the cloud rider would be great for quickly finishing off retreating units or badly damaged units. and the stone ward is definitely the coolest sounding unit b/c being able to make a barrier would add a huge stategic edge to this game... well thats all i can think to say right now keep em coming renegade!
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yeah dude! -Steve-o of Wildboys |
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#9 |
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Registered User
Join Date: Nov 2003
Posts: 114
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You want comments? I'll give you comments!
The paladin is cool. Seems fine by me. Maybe lower it's blocking by a little because that is a lot, have it at 80% or something. And which way is it facing when it gets switched? And which way is the switched unit facing? And does it switch if an enchantress does her thing (cough cough)? To many questions than answers, but a solid idea! The priestess is just a retarded weak healing ward that can move, no offence. Why does it even need to move? Just make it a ward for more health and blocking...But then again why isn't the cleric a ward?... The cloud rider is weak! Sure he can zoom around real fast, but that is low! Increase his power or health to make him live a couple of turns. And why the 8% armor, I'd think any armor on him would slow him down if he is on a cloud, besides, the 80% all around blocking is a MAJOR advantage anyway. Except against magic users, which he will die from really quickly... but a good idea for a picker offer unit! The stone ward is cool, but way to indestructible, no one is going to bother attacking them and pretty soon the whole map is covered with rocks! But there is a big need for a wall type unit. I give you credit for that.
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#10 |
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KOTR War Commander
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nobody kills any wards... except sometimes the barrier ward. If you had read the whole thing you would see that the paladin faces the attacking unit, and that the other unit remains facing the same position. If the cloud ryder was much more powerful he would be too good at picking off retreaters. As for the stone ward - who is going to waste very many turn to use it more than necessary? And remember they can be killed fairly easily. No blocking and no armour.
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#11 |
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@%^.^%@
Join Date: Nov 2003
Location: mind blank, sorry
Posts: 290
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those are interesting units, maybe give the cloud rider 10 power and a 2 recovery rate? The paladin is a great idea, but anywhere on the playing fiel seems pretty far; maybe you could put a limit on that like 8 squares? Another idea would be to put the paladin into focus, but all of that stuff is up to you, overall it seems like a pretty well balanced unit. Priestess looks like a very useful character, and is also well balanced in my opinion. The stone ward is a very cool idea, although i am unsure whether i think that would work or not.
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#12 |
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Registered User
Join Date: Nov 2003
Location: Monkey Ville
Posts: 145
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I really believe that there needs to be a female healer! 12HP is pretty lame, so a field medic is what we need! I love it...
I personally am a defensive player, and I can't say no to dropping rocks as a wall, but I think the ward should be a man, easier to kill, so that the enemy doesn't get afraid of the line of pyros you have waiting for him behind your rocks, BTW, are rocks healable?
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#13 |
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KOTR War Commander
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rocks are not healable
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#14 |
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Registered User
Join Date: Nov 2003
Location: Monkey Ville
Posts: 145
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Good, the cleric heal animation already takes way too friggin' long...
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#15 |
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Senior Member
Join Date: Nov 2003
Location: yo mama...
Posts: 192
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good ideas i think on the paladin the blocking should be reduced by 20% on each side, and would he be able to use his ability on wards cuse i think it would be awsume moving ur paladin right into the enemies main force targeting ur lightning ward and when a mage zaps it u got urself a lightning ward on the other side of the field, i like the priest, cant think of ne problems with him, i dont like the cloud guy hes a little to how i would say "freakishly moronic", and the stone barriar is awsume but i think it should be a human and less hp and a question about the rock ward would spells and archers be able to shoot past it...
...btw i like ur style bumping ur topic tell u think enough people have replied
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