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Old 11-23-2003, 02:06 PM   #1
kuzal
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Several Unit Ideas

BlaseMage

Hit Points : 15
Movement Range : 5
Power : 31
Recovery Time : 3
Armor : 15%

Attack Pattern :
Fires a magic bolt at a target up to 5 spaces away.

Special Abilities :
+ 20% Blocking from the front ( 5 % from the sides )
Unblockable



SheildMage

Hit Points : 25
Movement Range : 2
Power : ---
Recovery Time : 4
Armor : 20%

Attack Pattern :
All units in radius except SheildMage have %100 Blocking Chance

Special Abilities :
+ 20% Blocking from the front ( 5 % from the sides )
Focus Spell



Lancer

Hit Points : 55
Movement Range : 3
Power : 29
Recovery Time : 2
Armor : 30%

Attack Pattern :
Attackes a unit exactly 2 spaces away with spear.

Special Abilities :
+ 40% Blocking from the front ( 20 % from the sides )




Those are my ideas, tell me waht you think.
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Old 11-23-2003, 02:10 PM   #2
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Lightbulb Another One

Healer

Hit Points : 19
Movement Range : 5
Power : 20
Recovery Time : 4
Armor : 10%

Attack Pattern :
Heal an ajacent friendly unit.

Special Abilities :
+ 20% Blocking from the front ( 5 % from the sides )

Whaddaya think? Stronger then the cleric but needs to be next to the guy to heal. Seems kind of underpowered though, tell me if a range of mabey 3 would make him better?
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Old 11-23-2003, 03:02 PM   #3
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good idea, i like them all. but the healer. You have a Cleric to re-store your hp...... use it.
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Old 11-23-2003, 04:07 PM   #4
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But...

the point of the healer is the same as the cleric but he heals for more, just only one unit at a time.
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Old 11-23-2003, 04:24 PM   #5
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rera must have screwed something up real goodrera must have screwed something up real good
Healer shoudl heal for maybe 25, range 2, 3 turn delay id say

ir ealy liek shieldmage personaly
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Old 11-23-2003, 04:44 PM   #6
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And Another One

Gaurdian

Hit Points : 65
Movement Range : 2
Power : 15
Recovery Time : 2
Armor : 50%

Attack Pattern :
Clubs ajacent enemy with sheild

Special Abilities :
+ 66% Blocking from the front ( 45 % from the sides )

All ranged and magic effects that target near or area on him only affect gaurdian.
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Old 11-23-2003, 05:04 PM   #7
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Shieldmage is like a SC arbiter... but it could be really cheap since you get to set up your early formations... maybe if you couldnt fire out of it's radius or something??? because otherwise you could just sit there with scouts and snipe the enemy down... or just have big shieldmage wars as two of them square off...
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Old 11-23-2003, 05:35 PM   #8
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stuff

The lancer is way overpowered. it has range AND more power than a fighter.
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Old 11-23-2003, 05:52 PM   #9
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2 things

Mabey for sheildmage, it could be a wall like thingy. No one can attack inside it, no one can get in or out, no one can fire into or out of it. Like a cage.

Lancer, you may not have noticed, cannot attack the spaces ajacent to himself. Thus, surround him and he has no chance.
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Old 11-23-2003, 06:23 PM   #10
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Ok, this will really be the last one

Summoner


Hit Points : 24
Movement Range : 2
Power : ---
Recovery Time : 8
Armor : 40%

Attack Pattern :
Summons a random unit, either a knight / assassian / scout.

Special Abilities :
+ 50% Blocking from the front ( 25 % from the sides )
Focus Spell
If Summoned unit dies, summoner dies too.


Is this overpowered?
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Old 11-23-2003, 10:09 PM   #11
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rera must have screwed something up real goodrera must have screwed something up real good
Id say underpowered, i fail to say the advantage to putting in a sumener as apsoed ot jsut a asasin/knight
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Old 11-24-2003, 11:24 AM   #12
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summoner

If the summoner allows you to bring in reinforcements at the end of a round, it could be a game-breaker... Similarly, it'd allow players to go well beyond the 10 unit max, which could also unbalance things. I'd much rather see a shapeshifter, who could shift into the form and abilities of another unit, then revert to the basic shapeshifter form after 3 turns or some such. It keeps the balance, and adds enough downside to make it interesting.

EDIT: OK, let me toss this out there.

Shapeshifter

Move 2
Hit Points - 24
Armor - 10%
Power - 0
Recovery Time - 1 / special
Attack Pattern - Self (Focus)

Special Abilities - Shapeshifter can take the form of any unit currently in play. Shifting takes 1 turn to complete, during which shapeshifter must focus. Once complete, the shapeshifter gains the abilities and stats of the target unit. Shapeshift retains its current and maximum HP, though armor, power, special abilities movement, and attack pattern all mimic the chosen unit type. The new form lasts for 8 turns (including recovery); after 6 turns, the shapeshifter reverts to its normal form and must recover for 1 turn.

Enough downside to compensate for the ability to pick any unit in play and essentially create a copy of it (incl. golems and such). Gives versatility to a team without breaking the game.
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Old 11-24-2003, 02:29 PM   #13
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Like the idea of shape shifter, but can it mimic the opponents units aswell as your own?
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Old 11-24-2003, 06:28 PM   #14
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hmmmm

I like the shape shifter. Mabey tone down the summoner and make it AND the shapeshifter. One more unit, thats it, i swear.

Breaker

Hit Points : 40
Movement Range : 3
Power : 18
Recovery Time : 2
Armor : 10%

Attack Pattern :
Hits all ajacent units

Special Abilities :
+ 40% Blocking from the front ( 35 % from the sides )
Unblockable

This is to balance for the knights freakishly high block rate
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Old 11-24-2003, 06:32 PM   #15
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i like

i like the breaker cept for the name
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