Chronic Logic

Zatikon => Units => Topic started by: Kran on April 23, 2009, 12:41:18 AM

Title: New Units Ideas
Post by: Kran on April 23, 2009, 12:41:18 AM
I was thinking and i had lots of ideas for new units... open to modification 8)

Class = Archer
Name = Skirmisher
Cost = 100$

Live = 3
Armour = 1
Power = 3
Actions = 3
Deploy = 3


Move = 1 Range, costs 1 action

Attack enemy, inflicting damage equal to this units power. Anywhere within 3, costs 2 actions.

Spirit of battle: Increase self power by 1 in the next turn. Cost 2 actions.





Class = Siege
Name = Burning Mirror
Life = 4
Armour = 0
Power = 2
Actions = 1
Deploy = 3
Cost = 100$

Inorganic. Immune to skills and spells.

Move. 1 range. Cost one action.

Sunray: Cause 1 damage, ignore armour. Anywhere within 4. Cant attack units in range 1.

Burn: Destroy unit. Tiggers on attacked innorganic enemyes.

Stun: Tiggers on attacked enemyes




Class = Structures
Name = Healing Fountain
Deploy = 3
Cost = 100$

Indestructible: Immune to everything.

Manancial: Can be deployed 4 range from the castle.

Capture: If there are enemy units near the fountain, but no allied units, it change to the enemy.

Healing waters: Heal all allies at range 1. Also removes all warmfull effects from it. Tiggers at end of turn.




Class = Nature
Name = Nemean Lion

Life = 5
Armour = 2
Power = 5
Actions = 2
Deploy = 4
Cost = 150$

Move: 1 range. Can be done 2/2 times per turn.

Feline claws: Attack enemy, causing damage equal to unit's power. 1 range. Cost one action.

Mystic Roar: Stun all enemyes 2 range from the nemean lion. Cost 2 actions





Class = Black Mage
Name = Hypnotist

Life = 2
Armour = 0
Power = 3
Action = 2
Deploy = 3
Cost = 350$

Move to target location. 1 range. Cost 1 action.

Attack target location. Anywhere within 3. Cost 1 action.

Perturbation: Unit cant attack, cast spells or use skills. Lasts 1 turn. Tiggers in attacked units.

Gain control over enemy until the end of the turn. Do not stun the enemy. Anywhere within 3. Cost 1 action. Hypnotised unit do not recharge it's action points in the start of it's turn.


Enjoy :)

Kran
Title: Re: New Units Ideas
Post by: Kran on April 23, 2009, 10:07:13 AM
Class = Nature
Name = Elf Warrior
Life = 3
Actions = 4
Armour = 2
Power = 3
Deploy = 4
Cost = 200$

Nature Freedom: Cost no commands to move, but cost commands to attack.

Bare Feet: Can only move 2/2 times per turn.

Move to target location. Cost one action. 1 range.

Attack unit. 3 range. 1 action

Poison: Enemy units get -1 life / turn. Tiggers in attack.

Camouflage: Enemy miss range attacks againt this unit. 1/1 times per turn.
Title: Re: New Units Ideas
Post by: Kran on April 23, 2009, 07:33:33 PM
Class = Black Mages
Name = Soulreaver
Cost = 250$

Life = 4
Armour = 2
Power = 4
Actions = 3
Deploy =2

Move to target location. 1 range. Cost one action.

Mind Weakness: Attack target enemy. Anywhere within 2 range. Cost one action.

Soulreave: Kill target enemy. 1 range. Cost two actions.

Retribuction: Damage enemyes that attacked the soulreaver in the same power of the attacker. Any range. Tiggers when soulreaver receive a damage and survive.

Dark Power: Each time soulreaver kill a unit soulreaver gets 1 more power.

Abism Soul: Heals itself by 1. Tiggers at the end of the turn.
Title: Re: New Units Ideas
Post by: mongolian on April 24, 2009, 01:02:37 AM
Some great ideas Kran.  There are so many great units to make new, I can't say which path needs more expanding.  Overall, I would like to see some of the following new unit ideas:

- SIMPLE unit abilities!!  Newbies can't handle all these explanations.  It's really overbearing.

- Anti-Range units.  Like the Shieldbearer, but more.  A unit that is immune to spell affects, but not ranged units.  Then, I want a unit attacks ranged units back upon attacking. Additionally how about a unit that doesn't damage, but also just reflects damage back?

- Bring back something that can kill inorganics!!!!
Title: Re: New Units Ideas
Post by: Kran on April 24, 2009, 05:43:06 PM
Nice point. I will simplificate. If anyone read this reply the units have allready being updated.
Title: Re: New Units Ideas
Post by: Kran on April 25, 2009, 12:09:18 AM
Class: Soldier
Name: Maceman
Cost: 50$

Life: 5
Armour: 1
Power: 3
Actions: 3
Deploy: 1



Move to target location. 1 range. Cost 1 action.

Attack enemy. 1 range. Cost one action.

Numbness: Remove 1 action point of enemy in the next turn. Tiggers in attack.

Hurt: Loose 1 action point in next turn. Tiggers when this unit receive any attack.
Heal self. Tiggers in attack.
Title: Re: New Units Ideas
Post by: mongolian on April 26, 2009, 11:48:29 AM
Some nice ideas here.  I think your dead on (no pun) with poison shouldn't affect undead.  Then again, poison could rot away a corpse, no?
Title: Re: New Units Ideas
Post by: Lunaraia on April 26, 2009, 05:08:59 PM
Mongolian I think your should post that reply in the correct thread XD
Title: Re: New Units Ideas
Post by: Kran on April 26, 2009, 05:57:09 PM
really lol
Title: Re: New Units Ideas
Post by: Kran on April 26, 2009, 07:02:19 PM
Honestly, this unit was the one i most liked. I know most part of all these units i post here will never leave the plans, but i least are ideas and some can be used... here it is:

Class: Cultists
Name: Plaguebearer
Cost: 350$
Life: 2
Actions: 2

Adaptation: Immune to poison and disease.
Move to target location. 1 range. Cost 1 action.
Infect unit with disease. 3 range. Cost 1 action.
Summon slime. 1 range. Cost 2 actions.
Instantly kill enemy unit. 1 range. Cost 2 actions.

Infected unit losses 1 life/turn.
Infected units passes disease to others. Tiggers automatically at range 1.

Name: Slime
Life: 2
Actions: 2
Power: 3

Adaptation: Immune to poison and disease.
Move to target location. 1 range. Cost 1 action.
Attack enemy. 1 range. Cost 1 action.
Infect unit with disease. 1 range. Cost 1 action.
Title: Re: New Units Ideas
Post by: Lunaraia on April 26, 2009, 07:06:28 PM
Nice Idea that infector, but disease wouln't it be better with Plaguebearer and stash it in Cultists?
Title: Re: New Units Ideas
Post by: Kran on April 26, 2009, 07:12:18 PM
Nice idea. Updated. Maceman updated also.
Title: Re: New Units Ideas
Post by: Lunaraia on April 26, 2009, 07:42:42 PM
Nice, BTW Kran checkout my unit ideas
Title: Re: New Units Ideas
Post by: mongolian on April 26, 2009, 10:48:14 PM
I really wanted to see more simple units and more melee units, so here ya go:


Ogre
--------------------
Power: 7!
Armor:1
Range: 1 (only vert/horiz)
HP: 5
Actions: 4
Cost: $150

- Can only move 1 horizontal or vertical space.
- Can only attack 1 horizontal or vertical space.

Giant
------------------------
Power: 6
Armor: 1
Range: 1
Hit Points: 4
Actions: 1
Cost: $100

Giant has 1 rock per turn.  Rock destroys target anywhere 3 spaces vertical/horizontal (no diagonal).   Can not throw objects over other targets.  Rock is automatically released on opponent's turn to 1st target (like pikeman).
Title: Re: New Units Ideas
Post by: Kran on April 26, 2009, 11:13:32 PM
The ogre is a bit underpowered... (my opine) I think its armour should be increased to 2 and life reduced to 4. (or not) Nice idea with the diagonals.
Liked the giants... but wizards + giants are not fun...
Title: Re: New Units Ideas
Post by: Kran on April 26, 2009, 11:31:41 PM
Class: Archers
Name: Slinger
Cost: 50$
Life: 3
Armour: 0
Power: 2
Actions: 2

Move to target location. 1 range. Cost 1 action.

Attack enemy. 3 range. Cost 1 action.

Stun enemy. Tiggers in attacked enemyes.




Class: White mage
Name: Teleporter
Cost: 350$
Life: 2
Armour: 0
Actions: 1

Teleport: Move self to target location. 4 range. Cost 1 action.

Switch Units: Make two units switch their places. Enemyes can be targetted anywhere within 4. Allyes can be targetted in any range. Stuns targetted allies. Cost 1 action.

Teleport Ally: Move target ally that have not acted in any range to target location in 5 range. Stuns target. Cost 1 action. Only allies that haven't acted this turn are elegible for teleport.

Capture: Target enemy return as ally to your castle. 1 range. Cost 1 action.

Return: Return ally to castle. 5 range. Cost 1 action. Need recharge.

Title: Re: New Units Ideas
Post by: Kran on April 27, 2009, 12:49:14 AM
Class: Clergy
Name: Magic squire.
Cost: 50$
Life: 3
Actions: 1

Altruism: The magic squire is not affected by the holy protection.

Move to target location. 1 range. Cost 1 action.

Holy protection: Enemy misses attack directed to any ally at 2 range, 2/2 times per turn.
Title: Re: New Units Ideas
Post by: Lunaraia on April 27, 2009, 06:03:00 PM
Sorry Kran but the Squire is way to power, which is ssad as it is a good idea, but put it this way what would happen if you put 2 squires beside eachother?
Title: Re: New Units Ideas
Post by: Kran on April 27, 2009, 06:32:41 PM
It allways get itself exposed, i will modify it. Now it do not protect againt spells and skills also.
Title: Re: New Units Ideas
Post by: mongolian on April 27, 2009, 08:32:36 PM
Squire! great idea! I presume he meant to use squire as, targets are immune to spells and abilities. Ranged units would still be able to attack.  This unit also needs to be $100 not-$50.

As for giants+wizards, the wizard needs to be nerfed already.  I don't think its a valid discussion.

I'm not a fan of the slinger, seems to much a watered down version of wizard.
Title: Re: New Units Ideas
Post by: mongolian on April 27, 2009, 08:47:32 PM
It just dawned on me, that we need 1-2 more structures. So here I go:

Tower Mechanic
-------------------
Actions:2
Power:0
Deploy: 4
Life: 4
Armor:0
Cost: $100

- 2 actions: Construct a Tower.  (Tower only deploys at the start of player's next turn. Tower is same stats as current tower).

- 2 actions: Repair a Structure.

Lava Tower
----------------------
Deploy: 4
Armor: 0
Life: 6
Cost: $100
 
Can be deployed anywhere wihin 3 from base.  Takes 1 full turn to finish construction. 

- Pours lava on all surrounding squares when opponent enters.  All 1-2 tiles around tower take 4 or 5 damage.
Title: Re: New Units Ideas
Post by: Kran on April 27, 2009, 11:32:09 PM
Quote from: Kran on April 26, 2009, 11:31:41 PM
Class: Archers
Name: Slinger
Cost: 50$
Life: 3
Armour: 0
Actions: 2

Move to target location. 1 range. Cost 1 action.
Stun enemy with stone. Anywhere within 3 range. Cost 1 action.



Quote from: mongolian on April 27, 2009, 08:32:36 PM
I'm not a fan of the slinger, seems to much a watered down version of wizard.

Nice you liked the squirrel. The magic squirrel is not overpowered, cuz it only moves 1 range, All protected units should move togeter without get out of 1 of the squirrel, becouse this means the unit become imediatly vulnerable to range. This is good for mage protection only.

About the slinger, as you can see, just stuns units and move. and i cant see nothing like a watered down version of a wizard.

About the lava tower, i loved it. The mechanic is a bit strange. Making infinite towers?
About the lava tower, i have some suggests. suggests follows at next reply.
Title: Re: New Units Ideas
Post by: Kran on April 27, 2009, 11:39:07 PM
Class: Structures
Name: Lava Tower
(Suggestion for previous unit idea by mongolian)

Life: 5
Actions: 2
Deploy: 4 range from the castle, Cost 5.
Cost: 150$
Armour: 2
Power: 3

Innorganic: Immune to skills and spells.

Attack enemy unit. 3 range. 1 action.

Pours lava to all fields within 2 range . Lava kills/destroy immediactly allies and enemyes. Lava dissapear after 2 turns. Cost no actions.
Title: Re: New Units Ideas
Post by: Lunaraia on April 28, 2009, 07:58:48 PM
Glad to see someone else is starting to use my Tile idea... lava tiles... hmmmmm HAHA NEW UNIT IDEA!!!!


Fire Sage cost 250

Life 4
power 4
action 3
armor 1
deploy 3

Attack target unit within explosion
anywhere within 2
cost 1

move to target location
range 1
cost 1

Fire Magic
All attacks are fire based

Immune to fire damage
Dragons breath Warlock explosion, fire archer attack, etc

Summon Lava Hare (see below)

---------------------------------------------------------------------------------

Lava Hare

life 3
power 6
action 3
armor 0

jump to target location
range 2
cost 1

Attack enemy for 2
range 1
cost 1

Volitale
When this unit dies it explodes for full damage of it's power, attacker at any range takes 2 damage when it kills this unit
Title: Re: New Units Ideas
Post by: Kran on April 29, 2009, 07:22:15 PM
Its overpowered... i think summoned units could not be able to damage who killed them.
Title: Re: New Units Ideas
Post by: Kran on April 29, 2009, 07:37:16 PM
Class: Clergy
Name: Intercessor
Cost: 50$

Life: 2
Actions: 1

Move to target location. 1 range. Cost 1 action.

Communion: 0

Receive 1 communion. Tiggers when an allied melee unit attack the enemy.

Give melee ally extra attack for the turn. Anywhere within 4. The extra attack cant be performed with 0 actions, and cost no commands to use. Cost 1 action. Cost 1 communion.

Give melee ally the skill of counterattack. If the unit is attacked and the attacker is at range, a counterattack is performed at no cost. That can be made 1/1 times per turn.
Title: Re: New Units Ideas
Post by: Kran on April 29, 2009, 09:14:54 PM
I think people should say in their units how much action points each skill uses... ^^
Title: Re: New Units Ideas
Post by: Kran on April 30, 2009, 01:23:50 AM
Class: Nature
Name: Medusa
Cost: 200$

Life: 5
Actions: 3
Power: 5
Armour: 2

Move to target location. 1 range. 1 action.

Attack enemy. 1 range. 1 action.

Paralyses all enemyes at 2 range. Tiggers when medusa attacks.

Paralyse: Give enemy paralyse status. 1/1 times per turn. 4 range. Tiggers when enemy attack.

Paralysed enemyes cant move. Paralyses ends when enemy unit do not act.

Title: Re: New Units Ideas
Post by: Kran on April 30, 2009, 12:56:09 PM
I updated the intercessor, now it starts without communion. It was overpowered before.
Title: Re: New Units Ideas
Post by: mongolian on April 30, 2009, 05:56:51 PM
It's still overpowered.  Simply because it needs to only be able to target unit within range 1, then it's fine.  Even at 1 range, I'll still very scared to see a $50 unit be combined with a witch/warlock/enchanter.  Also, +1 action should not work towards movements, aka double jumps.

I am, on the otherhand, interested to see a variation of this idea that only affects melee units and would give +1 free action for movement and +1 is max per unit.  I would probablly give that version 2 actions, and maybe range 2-3 for targeting units. 
Title: Re: New Units Ideas
Post by: Kran on May 01, 2009, 01:22:49 AM
I think it should only add one extra attack instead of movement to melee units only, what i hope should include units such as pikeman and fanatic. But i see no why to make it only 1 range, but i think i can make it 4. He is too much weak to go to the frontline.
Then i think better to let the actions still 1 per now. I'm thinking about changing the way to get communion from "Tiggers when enemy attack" to "Tiggers when any ally attack". I'm bored of defensive units that make the things when "The enemy" make something. Thats the why i loved the barbarian.

Its edited now.
Title: Re: New Units Ideas
Post by: Kran on May 03, 2009, 01:22:59 AM
Thinking well that changes nothing, and the overrange still exists. That just make an unit to do not move more times than its action points allow. I have some suggests to it. Follows:

#1 The ally can't use the extra attack if the action points get zero.
#2 The ally attack all enemyes in range instead of getting one more times of attack.

Else, the extra attack do not generate communion to the intercessor. It was allready edited in the main post. And I choosed the first suggest to add to it too.

I gave to the intecessor a new ability too. Check it out. ^^

Kran
Title: Re: New Units Ideas
Post by: Kran on May 14, 2009, 03:42:17 AM
Name: Crone
Class: Cultists
Cost: 150$

Actions: 2
Life: 2
Power: 4

Move to target location. 1 range. Cost 1 action.

Attack target enemy. Anywhere wihin 2. Cost 2 actions

Attacked enemyes get -1 actions next turn.

Cast curse over enemy unit. Cursed units gets -1 life / armour each time they hit. Anwhere within 4. Cost 1 action. Not effective without range of the crone.

Units thats received the curse are immune any allied spells / skills and loose any beneficts.

Curse lasts until crone die. When crone dies, all units that received the curse regain their normal armour and life.
Title: Re: New Units Ideas
Post by: Jezebeau on May 14, 2009, 07:02:33 AM
Cursed would be too cheap.  Wizard makes it a 50-point range-4 kill.  Any token generator (particularly barracks, hydra, or masons) makes it a deathtrap for short-range units; so does a chieftain.

I'd place it at 150 points.  Alternately, consider that it'd make an interesting 350 point wizard if it had a bit more range and/or no cancellation on the curse.
Title: Re: New Units Ideas
Post by: Kran on May 14, 2009, 04:10:46 PM
Quote from: Jezebeau on May 14, 2009, 07:02:33 AM
Cursed would be too cheap.  Wizard makes it a 50-point range-4 kill.  Any token generator (particularly barracks, hydra, or masons) makes it a deathtrap for short-range units; so does a chieftain.

I'd place it at 150 points.  Alternately, consider that it'd make an interesting 350 point wizard if it had a bit more range and/or no cancellation on the curse.

The cursed is considered a range unit. range-3 kill. I will update it to do not kill units.

Kill ability removed. Name changed to Crone

Attack option added.
Title: Re: New Units Ideas
Post by: Jezebeau on May 14, 2009, 09:22:36 PM
Quote from: Kran on May 14, 2009, 04:10:46 PM
The cursed is considered a range unit. range-3 kill. I will update it to do not kill units.

Kill ability removed. Name changed to Crone

That works.  I think at that point you can simplify it to move cost 1, and either 1 or 2 actions.
Title: Re: New Units Ideas
Post by: Kran on May 24, 2009, 01:51:39 AM
I completely reformulated the crone. Follows
Title: Re: New Units Ideas
Post by: Kran on May 24, 2009, 01:52:55 AM
Class: Black Mage
Name: Crone
Cost: 350$
Actions: 1
Life: 2
Power: 4
Armour: 0
Deploy: 3

Move to target location: 1 range. Cost 1 action.

Malignancy. Attacks cost no actions.

Attack target enemy. Anywhere within 2. Can be made 1/1 times.

Target enemy become stubborn. Stubborn enemyes need +1 command before can be used in the turn. Anywhere within 6. Cost 1 action.

Target enemy become craven. Craven enemyes can only attack enemyes in the turn if another ally allready attacked an enemy before. Anywhere within 6. Cost 1 action. Maximun 3 craven enemyes per crone. Making more than 3 enemyes craven will cancel the first one.

Target enemy become trustless. Trustless enemyes are converted and are stunned each time they receive damage. Converted enemyes are still over affect of trustless. Anywhere within 6. Cost 1 action.

Target enemy become blockish. Blockish enemyes will never attack twice in a turn. Anywhere within 6. Cost 1 action. Maximun 3 blockish enemyes per crone. Making more than 3 enemyes blockish will cancel the first one.


Enemyes may never be affected by 2 of the states above. Casting another state will cancel the previous one.

None of the conditions above are tiggered by innorganic attack or by attacking innorganics.
Title: Re: New Units Ideas
Post by: zatikon on May 24, 2009, 04:41:12 AM
I like those new conditions. If we don't use them in the Crone package, we may end up using those elsewhere.
Title: Re: New Units Ideas
Post by: Jezebeau on May 24, 2009, 08:09:14 AM
Does this mean that it can only affect one enemy, or that it can only afflict one condition upon each enemy?

If it's one condition per enemy, any within 6 is way too powerful for most of those abilities.

Stubborn's pretty fair, but useless against the AI.

Craven would easily be able to hit two incoming units by the time they've closed to attack, and disable them completely if you can disable or kill the one or two other units sent in.  Would this prevent spells?  If so, it would beat two-mage armies in two turns.

I'm not sure what to think of trustless.  It's difficult to envision.

My biggest worry with blockish is that it could make golems extremely difficult to kill.  It would probably also combo too well with feathered serpent in 2v2/coop, and it would disable a channeler before it ever became a danger.
Title: Re: New Units Ideas
Post by: Kran on May 24, 2009, 03:37:18 PM
One condition each enemy. They have big range but all these conditions are completely passive.

Stubborn: Stubborn is useless againt AI. Thats true. Simply don't use it.

Craven: Craven do not affect spells or skills. Craven units are unnable to attack until someone attack, casting a spell do not allow craven units to attack. Craven units still can cast spells or use skills normally.

Trustless: I like its stretegy. Dont rush alone with it. I can see some strategy behind it with druids.

IMPORTANT: Spells can't be cast over innorganic units, as we know, and are not TIGGERED by them. Craven can still attack a innorganic unit normally. Attacking innorganic units do not allow craven units to attack. Trustless units are not converted / stunned by innorganic attack. Blockish units can still attack innorganics normally. Its edited in the main post now.

I created also a limit for craven and blockish enemyes. Josiah, if you want to remove one of the conditions or modify it, do that. Everything i want is to be usefull.
Title: Re: New Units Ideas
Post by: Jezebeau on May 24, 2009, 09:01:21 PM
Not sure that's enough.  It's still a rock-paper-scissors unit that, by itself, stands a really good chance of shutting down armies based on big horsemen/soldiers/archers.  Assuming you're clever enough to bring a sergeant, have no other defenses, and aren't protecting the crone with clergy, the opponent needs to bring two units that can cover seven range in two turns (three units for three turns), or a strong inorganic force.

The conditions are passive, but they're persistent, which makes them more debilitating than, say, a 1-turn stun or a return-to-castle.  I don't see any reason why these should be over range 5 (+1 for sergeant/+2 for wizard).
Title: Re: New Units Ideas
Post by: Kran on May 25, 2009, 01:23:31 AM
The crone need to be combinated with other troops to be effective. I agree craven is a bit strong againt some horseman, but not as much to say its overpowered. Archer can easily deal with it when combined with some horseman, and long range is longer range do not improve the crone as much as it does with other mages like the warlock, enchanter, diabolist, abjurer etc. You probably not going to make a unit unable to receive a condition if you are going to rush. The only haves 1 action, so it is slow in making units get states. I am sure it can perform some converts using the trustless, but the stay trustless forever. Exept if you get a druid. Horseman, soldiers and archers are not weak againt crone. Just force enemy army to do not be individualist.
Title: Re: New Units Ideas
Post by: Kran on May 28, 2009, 10:07:06 AM
Name: Champion
Class: Commanders
Cost: 200$
Life: 4
Power: 4
Armour: 2
Actions: 2

Move to target location. 1 range. Cost 1 action.

Attack target enemy. 1 range. Cost 1 action.

Gain control over enemy. Anywhere within 4. Tiggers when enemy have no allyes in 1 range. Cost 2 actions.

All Allies anywhere within 4 range gains +1 power for next turn. Tiggers when ally dies anywhere within 4. Max 1/1 times per turn.

Actions of allies in 4 range do not cost commands. Max 3/3 times per turn.

Set up a guard. Anywhere within 3. Guard receive everything enemy directs to champion. Maximum 1 guard at same time. Setting anothe guard cancels the first one. Guard is cancelled when distance between guard and champion is larger than 3.
Title: Re: New Units Ideas
Post by: Kran on May 28, 2009, 04:06:30 PM
Class: Structures
Name: Pyre
Cost: 50$
Life: 1
Deploy: 3 (Range 2)

Pyromancy. The cursed fire cast a malison over first enemy killer, and entire army become immune to it in its next turn.
Title: Re: New Units Ideas
Post by: Jezebeau on May 29, 2009, 07:33:43 PM
This is a joke, right?  7x7 explosion for 4?  Two multi-turn removals per turn from one unit?
Title: Re: New Units Ideas
Post by: Kran on May 29, 2009, 10:58:05 PM
Quote from: Jezebeau on May 29, 2009, 07:33:43 PM
This is a joke, right?  7x7 explosion for 4?  Two multi-turn removals per turn from one unit?

I'm sorry, you mean 7 range explosion. Else its for 3, i'm sorry for not expecificating it. The target do not explode, just explodes if it die. But i will change the range to 5, cuz of riders that could maybe mess things by making acolyes of other weak support units explode. About the pigs, i forgot it have 2 actions. I will make it 4 range, and that will tigger in the beggining of its turn.
Title: Re: New Units Ideas
Post by: Kran on May 30, 2009, 12:11:59 AM
Class: Soldiers
Name: Taunter
Cost: 100$

Actions: 3/3
Life: 4/4
Power: 4
Armour: 2
Deploy: 3

Move to target location. 1 range. Cost 1 action.
Target enemy is damaged by power. 1 range. Cost 1 action.
Taunt. Cost 1 action. The taunt will cause in all enemy within 3 the hatred against the taunter, and they will be limited to direct attacks and skills to the taunter. If one unit is affected by 2 taunts, it can choose the one to attack.
Title: Re: New Units Ideas (Check the taunter)
Post by: Kran on May 30, 2009, 01:58:07 AM
Maybe a to late for that, but minime, your giant, in the first page, have power 6. But its attack obliterate :~))
Title: Re: New Units Ideas
Post by: Jezebeau on May 30, 2009, 02:42:44 AM
Quote from: Kran on May 29, 2009, 10:58:05 PM
Quote from: Jezebeau on May 29, 2009, 07:33:43 PM
This is a joke, right?  7x7 explosion for 4?  Two multi-turn removals per turn from one unit?

I'm sorry, you mean 7 range explosion. Else its for 3, i'm sorry for not expecificating it. The target do not explode, just explodes if it die. But i will change the range to 5, cuz of riders that could maybe mess things by making acolyes of other weak support units explode. About the pigs, i forgot it have 2 actions. I will make it 4 range, and that will tigger in the beggining of its turn.

"Blue Lightining: Select target enemy anywhere within 3. Target and any unit in 3 range of the target are damaged by power. Cost 2 actions."

Any unit within 3 of the target means everything in the 7x7 block centered on the target will take 4, including the Circe, because you lowered the targeting range.

Now you've got a unit that has 1 action and three of its four abilities (including move) require 2 actions.  The pig curse, however, is still disabling two units for two turns.  Sure, they can act nearly uselessly, but it also makes them one-hittable by almost every unit in the game.
Title: Re: New Units Ideas (Check the taunter)
Post by: Kran on May 30, 2009, 02:44:38 AM
It hurts anyone within 3 range, not anyone anywhere within 3. I edited the actions.
Title: Re: New Units Ideas (Check the taunter)
Post by: Jezebeau on May 30, 2009, 04:40:08 AM
So it hits the target and one other target within three of the target?  That still makes it potentially hit 1 target at range 3 and one target at range 6 in a configuration far more open than the warlock's line, assuming no serg.

The bigger issue is that it combos with itself.
On turn A it makes two pigs.  On turn B it can potentially kill both.
Title: Re: New Units Ideas (Check the taunter)
Post by: Kran on May 30, 2009, 05:04:19 PM
ok, ok circe deleted.
About the taunter, anyone have an opine about it?
Title: Re: New Units Ideas (Check the taunter)
Post by: Kran on May 30, 2009, 07:15:52 PM
Name: Illusionist
Class: White Mage
Cost: 350$

Actions: 1
Life: 2
Deploy: 3

Move to target location. 1 range. Cost 1 action.

Summon a spectre. 1 range. Cost one action..[color]
Entretainment. All surrounding allyes get +1 power for next turn. Cost 1 action.




Name: Spectre
Actions: 2

Usable the turn deployed.
Intangible. Cant capture castle.
Etherial. Immune to attacks, skills and spells.
Unreal. Units can move to its location, and can pass or attack through it

Move to target location. 3 range. Cost 1 action.
Dispel. Cost 1 action. All surrounding enemyes are pushed back and stunned. If the space behind the victims isn't available, the victims aren't pushed and aren't stunned. Vanish self.
Vanish. Tiggers when any unit move to or through its location.
Title: Re: New Units Ideas
Post by: glunkr on May 30, 2009, 07:31:53 PM
The Illusionist seems too powerful. For starters, I think that summoning a spectre should cost an action.

Also, the Illusionist is way better than the Enchanter with the ability to stun several groups of enemies at up to range 7 (deploy spectre(s) at range 5, move to range 6, stun at range 7).

Also, what does "Fades" mean? I wasn't entirely clear about that.
Title: Re: New Units Ideas
Post by: Kran on May 30, 2009, 08:42:25 PM
Really, summon a spectre cost one action. Forgot writing it. Also, i will change fades to vanish. The spectre "dies".
Anyway, is easy to make an ally immune to the stun, just block the space behind the victim. Thats why its not overpowered.
Also, the stun make units change their places, so, you cant stun same units for a long time like the enchanter does.
Title: Re: New Units Ideas
Post by: Jezebeau on May 30, 2009, 10:51:37 PM
That's not easy, given that the spectre has two range, which allows it to attack from multiple directions.  To protect one unit at range 7 would require three units fanned out behind it.  If it was closer you'd need even more units and most of them would be stunned and pushed back, leaving the protected unit unprotected next turn.

Changing places may avoid repeat stunning, but it leaves a whole bunch of stunned units separated wide open to your advance, particularly if one saves a couple spirits up.
Title: Re: New Units Ideas
Post by: Kran on May 30, 2009, 11:24:23 PM
Ok, now thats a bit more defendable and easier to vanish.
Title: Re: New Units Ideas
Post by: glunkr on May 31, 2009, 12:07:40 AM
How about if the spectre dies after it stuns the enemy? That might make it more fair.
Title: Re: New Units Ideas
Post by: Kran on May 31, 2009, 12:09:00 AM
Then make the 5 range summon again?
Ok. i will make it vanish in attack, also i will give the illusionist summon cost no actions, 1/1 times per turn.
Title: Re: New Units Ideas
Post by: Jezebeau on May 31, 2009, 03:15:04 AM
Now the illusionist is a range 7 (8 with serg) stun explosion on the only mage that can move and act in the same turn.  "Vanish" is kinda pointless when you can use them the same turn.  The whole spectre thing is either an overpowered and overranged once a turn attack, or it's an excuse to try to save up mage attacks so you can do more than one a turn.

How about this for the spectre:

Name: Spectre
Actions: 2
Life: 1
Intangible. Cant capture castle.
Inorganic.  Immune to skills and spells.
Move to target location. 1 range. Cost 1 action.
Stuns enemy when attacked, self destructs.
Stuns units within explosion.  0 range.  Cost 1 action, self destructs.

Now it's significantly more able to be dealt with, but it still costs the enemy to do it.  Since this is a more passive ability, maybe make the entertainment ability start automatically at the beginning of the turn.




------------------------------------
Taunter is a solid melee unit with more than 50 points worth of stats and an ability with an unquantifiable range.  I think it needs to be cheaper, more vulnerable, with a shorter range.  It's explicitly designed to let melee range units advance to destroy ranged units, so to be strategically fair it needs to either be a one shot or be supported by protective units to survive.
Title: Re: New Units Ideas
Post by: glunkr on June 01, 2009, 02:27:22 AM
I have a few new unit ideas.

First, to take the place of the old sergeant:

Name: Disciple
Class: Clergy
Cost: 100

Actions: 2
Life: 3
Power: 2
Deploy: 2 or 3

Move to target location. 1 range. Costs 1 action.
Attack enemy unit. Anywhere within 2. Costs 1 action.
Trade places with ally unit. 1 range. Costs 1 action.

The Disciple is meant to help mages across the screen. It is definitely less helpful that the old sergeant but I think it fills a gap and could still be quite useful.





Name: Bog Skeleton
Class: Nature (for lack of a better classification)
Cost: 150

Actions: 3
Life: 4
Power: 4
Armor: 1
Deploy: 3

Move to target location. 1 range. Costs 1 action.
Attack enemy unit. 1 Range. Costs 1 action.
When Bog Skeleton dies, it is replaced by a Boneyard.

Name: Boneyard
Actions: 1
Life: 4
Armor: 2

Create Bog Skeleton. Range 0. Costs 1 action, sacrifice Boneyard.


The bog skeleton is the Zatikon version of a regenerating unit. Fun, fun!


One more....



Name: Trebuchet
Class: Siege
Cost: 200

Actions: 1
Life: 4
Armor: 1
Deploy: 3 or 4.

Barrage: Costs 1 action. Anywhere within 6. Choose a location. At the beginning of your next turn, any unit on the target square is destroyed.


The trebuchet employs "delayed damage" and I think it's a cool mechanic. Plus, siege really needs a new unit.
Title: Re: New Units Ideas
Post by: Lunaraia on June 01, 2009, 03:41:58 AM
Hey Glunkr since you lack a classification to place those units, why don't ya place em in my thread about undead units, would fit like a glove... would have to change the Bonyards name though since i already used it XD, how about pile o' bones or Bog Bones, trebuchet seems ok, but if u forget where u marked the area and move into it yourself well seems a little unpredictable all in all, but interesting non the less, also aout the spectre, I have made a unit with that name already... I think... anyways no matter really, different thread and all
Title: Re: New Units Ideas
Post by: Jezebeau on June 01, 2009, 05:46:17 AM
I like bog skeleton and disciple, but trebuchet is a "haha no mage/siege engine for you" button, particularly in the case of the siege weapon where if you keep firing at a catapult or ballista, it has no alternative but to keep moving or trade kills because no ally can move inorgs.  Perhaps if it was cheaper, but both targeting and the triggered firing cost an action, so it could only be used every other turn and couldn't totally shut down a unit that can't move and act in the same turn at 6 range?
Title: Re: New Units Ideas
Post by: Kran on June 01, 2009, 08:24:55 AM
Honestly, the disciple makes the same as the old sergeant, and adds overrange to balanced units, such as mages. I am trying to make a trebutchet LONG time man, you have no idea how its hard. This one is to much RPS and Anti-mage. Bog skeletons are fun. I was thinking some days ago about regenerating units, i created a Fenix, but that was to much hard to make balanced. Looks good, congratz. I had the same idea about delayed damage, but i wasn't able to make an unit using it ^^.
Title: Re: New Units Ideas
Post by: Kran on June 01, 2009, 09:14:55 AM
Name: Cathedral
Class: Structures
Cost: 550$

Actions: 1
Life: 5/5
Armour: 2
Deploy: 4 (2 range)

Influence. Convert all surrounding units. Tiggers in deploy.
Intercession. Cost 1 action. Until the beggining of your next turn, second attack performed by each ally will not cost this unit action points.
Create a Armed Monk. Cost 1 action.




Name: Armed Monk

Actions: 2
Life: 5
Power: 3
Armour: 1

Whirlwind. Attack all enemyes in range. Tigger on every attack.
Move to target location. 1 range.
Attack enemy unit. Anywhere within 2. Dont tigger at range 1.
Heal target ally. 1 range. Cost 2 actions.
Title: Re: New Units Ideas
Post by: Jezebeau on June 01, 2009, 09:22:34 AM
But the disciple isn't really like the old sergeant.  It's more expensive, can only move a unit two spaces every three turns, has to compromise its relative positioning to do so, and is in no way a viable combat unit.
Title: Re: New Units Ideas
Post by: Jezebeau on June 01, 2009, 09:25:21 AM
What do "don't trigger at range 1" and "entire army can perform the second attack for no cost of actions" mean?
Title: Re: New Units Ideas
Post by: Kran on June 01, 2009, 09:58:06 AM
well, the disciple is ok. Second attack cost no actions means that if i have an general, for an example. I can move it twice and then attack twice, cuz the second attack will cost the general no actions. Or i can move one and attack 3 times. That increase the attack rate without add to the overrange. That aplyes to each allied unit, so, if enought commands. Sorry for not being clear. Dont tigger at range one means that the armed monk is unable to attack in range 1, just in range 2. So if enemy is in range 1, you should move back then attack. I was going to make monk 4 power, but intercession with monk would make it overpowered. In intercession, if i attack with a unit, i cant perform free attack with another one. Second attack aplyes to each allyed. I will edit it now, to make it clearer.
Title: Re: New Units Ideas
Post by: Kran on June 01, 2009, 10:08:53 AM
You could make it 50$, stun traded allies and add it a heal or one more action point. We dont wanna overranged mages.
Title: Re: New Units Ideas
Post by: glunkr on June 01, 2009, 01:14:43 PM
Thanks to everyone for the feedback. I am not going to modify my original units since my intent isn't to create a totally balanced unit, but to give the developers some possible inspiration.

That being said, I do think the trebuchet is overpowering to units with only one action. Perhaps a way to make it more fair is to reveal the target you picked to your opponent if you target an occupied square. If you target an empty square, then it remains a secret.

Also, I think paying 200 for something that works as a potential anti-mage/siege/tower is justified since it will do absolutely no good hitting anything else. It can't even defend against someone standing right next to it like that catapult can, which is a big disadvantage.

@Lunaraia: Yes, undead would suit my Skeleton perfectly. But since it is not a valid unit type at this time, I decided to not use it.
Title: Re: New Units Ideas
Post by: Lumen on June 01, 2009, 03:55:39 PM
I actually think the Illusionist is pretty clever.  The specters being destructible on moving into or through their square is a great mechanic that forces an opponent to do something that he might not want to do to get rid of a significant threat.  I definitely think specters should be destroyed when they burst in a stun effect.  With a jumping 3 range, the specters are range 4, which means the illusionist is a range 5 stun burst (which requires 3 commands, mind you).  It doesn't seem so terribly broken to me, but definitely would require someone to change the way they approach the rest of that match.
Title: Re: New Units Ideas
Post by: Kran on June 01, 2009, 05:12:32 PM
@glunkr Good. The illusionist is not balanced, the idea is to promote moving-to-unit-space-to-kill-it.
About the cathedral, the idea is to promote *second attack cost no actions, and promote things like attack cant be performed at range 1.

@lumen yep. If something like that be released, it need lots of corrections to make it balanced.
Title: Re: New Units Ideas
Post by: Jezebeau on June 01, 2009, 08:38:12 PM
@glunkr: It should absolutely show the targeted square whether or not it's occupied.  Otherwise, it means "move every unit within 6 of the trebuchet each turn or one dies".  It doesn't need to be a mage/siege killer because, beyond that, it has other uses.  Target the obvious arrival point of a cavalry, or that corner where an archer might move down, horizontally outside a mage's range, and get a shot off.  If there's an opening you don't want your opponent to exploit, you can pretty much declare that it's raining golems if they take advantage of it.  I think it would be a great unit at range 5.
Title: Re: New Units Ideas
Post by: Kran on June 02, 2009, 08:24:31 PM
I like maybe not allow to select ocuppied squares. Maybe 50$ then and another name, maybe like a magekind.
Title: Re: New Units Ideas
Post by: Kran on June 02, 2009, 08:53:14 PM
Name: Oracle
Class: Clergy
Cost: 50$

Actions: 1
Life: 2

Move to target location. 1 range. Cost 1 action.
Seer. Target ally is immune to the last enemy murderer, and to everything it does. Anywhere within 5. Cost 1 action. Oracle can only give seer to one ally at a time, selecting another unit will cancel the first one.
Title: Re: New Units Ideas
Post by: Lunaraia on June 03, 2009, 06:41:58 PM
Nice unit, but if the last murderer was the enemies gate guard it would be easy to take it out with a knight or something even if it had a protection since the knight couldn't be touched, same goes for cav
Title: Re: New Units Ideas
Post by: Kran on June 03, 2009, 06:54:34 PM
The gate guard is immune to skills and spells while in castle ^^
Title: Re: New Units Ideas
Post by: Kran on June 05, 2009, 03:09:35 AM
Name: Lithomancer
Class: White Mages
Cost: 350$

Actions: 2
Life: 2
Deploy: 3

Move to target location. 1 range. Cost 2 actions.
Summon a yellow crystal. Anywhere within 6. Cost 1 action.
Summon a green crystal. Anywhere within 6. Cost 1 action.
Summon a red crystal. Anywhere within 6. Cost 1 action.
Summon a purple crystal. Anywherew within 6. Cost 1 action.




Yellow Crystal
Indestructible. Immune to everything.
1 action. Anywhere within 4. Target unit return to its original place of the beggining of its turn. If the space is not available, that cant be casted.
Self-Destructs. Tiggers by enemy in 1 range at end of turn.




Green Crystal
Indestructible. Immune to everything.
First attack, spell or skill directed to any ally in 4 range is cancelled. Self-Destructs.
Self-Destructs. Tiggers by enemy in 1 range at end of turn.




Red Crystal
Indestructible. Immune to everything.
Explodes by 4. Tiggers by enemy attack anywhere within 4. Self-Destructs.
Self-Destructs. Tiggers at beggining of the turn.




Purple Crystal
Indestructible. Immune to everything.
Enemyes cant act, exept from moving to a purple crystal location. 1 range.
Stuns enemy. Tiggers when enemy move to crystal location. Self-Destructs.
Title: Re: New Units Ideas
Post by: Lunaraia on June 05, 2009, 04:55:02 AM
seeing as explosions only arrect a 3X3 area the red crystal is kinda worthless, unless u want it to explode in a 4X4 which would be overkill
Title: Re: New Units Ideas
Post by: Kran on June 05, 2009, 05:21:25 PM
Its not worthless. Very usefull, since enemy have to move units away from that location.
Title: Re: New Units Ideas
Post by: Jezebeau on June 05, 2009, 06:54:42 PM
Move should cost 2.  Again with the range 7 stuff?
Title: Re: New Units Ideas
Post by: Kran on June 06, 2009, 12:00:14 AM
Right. Move cost 2 action. The range of crystals doesn`t really matter, they are very weak overall. Even the purple, the more destructive one, can easily be destroyed.
Title: Re: New Units Ideas
Post by: Boombastix on June 07, 2009, 01:22:36 AM
Here are some of my unit ideas in PDF form... Feedback appreciated  :)


http://www.enginecoding.com/FileDownload.php?filename=Zatikon_Units.pdf (http://www.enginecoding.com/FileDownload.php?filename=Zatikon_Units.pdf)
Title: Re: New Units Ideas
Post by: Kran on June 07, 2009, 01:48:08 AM
Some nice ideas here. I like the ninja, dont think it should return to castle and dodge only when enemy is in range. I would like see some range in that too. Some units like the mostketman and the legionary, can make combos with theyself. That mess such units in random. I like graveyard, but maybe zombies returning even and even not good.
Title: Re: New Units Ideas
Post by: Kran on June 12, 2009, 04:34:03 AM
I was thinking about some units... no name yet.


life = 2
actions = 2
Move. 1 range. 1 action.
Mark target enemy. 6 anywhere.  Cost 1 action. All damage inflicted in that enemy is increased by 1 in that turn.




Life = 4
actions = 2
power = 3
actions = 3

Mark enemy. Cost 1 action. Anywhere within 4. This unit stuns. This unit is indestructible too all enemyes exept the marked enemy until this unit dies or leave range. Stun self. Triggers when marked unit dies of leave range.
Move. 1 range. Cost 1 action.





Kill damaged enemyes that doesn't act. Triggers at beggining of turn.
Title: Re: New Units Ideas
Post by: Lumen on June 12, 2009, 02:26:11 PM
That second unit needs some work.  If you target an enemy tactician, for example, then the unit is totally invincible.  However, a good name for it might be "Duelist" since it makes the battle into a one-on-one fight with that enemy.
Title: Re: New Units Ideas
Post by: Kran on June 12, 2009, 07:03:46 PM
Name: Duelist
Class: Scouts
Cost: 100$

Actions = 3
Life = 5
Power = 4
Armour = 1
Deploy = 4

Attack target enemy. 1 range. 1 action. The attack cant be performed when a duel finished in the last turn.

Move to target location. 1 range. 1 action.

Challenge enemy unit to duel. Anywhere within 4. 1 action. Stuns self.  Both armyes will be immune to duelist and the unit, and to everything both duelist and unit does. Both dueling units are immune to all other allies and enemyes. Unit and duelist gain cancel duel ability. This ability cant be performed when a duel finished in the last turn.

Duelist and unit are stunned and immune to everything until beggining of its turn. Triggers when duel finish. Triggers by death of one of the dueling units or duel cancelled.




Cancel duel. Cost all actions. That activate all abilityes that trigger from end of duel.
Title: Re: New Units Ideas
Post by: mongolian on June 12, 2009, 09:46:52 PM
Nice job boombastix.  If possable, try to fit everything on the same page without scrolling though.  Height max = 550 pixels :)
Title: Re: New Units Ideas
Post by: Lunaraia on June 15, 2009, 08:00:15 PM
Quote from: Kran on June 12, 2009, 04:34:03 AM
I was thinking about some units... no name yet.


life = 2
actions = 2
Move. 1 range. 1 action.
Mark target enemy. 6 anywhere.  Cost 1 action. All damage inflicted in that enemy is increased by 1 in that turn.




Life = 4
actions = 2
power = 3
actions = 3

Mark enemy. Cost 1 action. Anywhere within 4. This unit stuns. This unit is indestructible too all enemyes exept the marked enemy until this unit dies or leave range. Stun self. Triggers when marked unit dies of leave range.
Move. 1 range. Cost 1 action.





Kill damaged enemyes that doesn't act. Triggers at beggining of turn.


Well since the stunned enemy is indestructable how about Crystalmancer? encases victim in crystal for 1 turn, and the first ability is could be called Prismatic Weakening, using light beams to temporarely lower armor by 1 for 1 unit

Last ability... Crystal Shards, well think broken glass :P
Title: Re: New Units Ideas
Post by: Kran on June 22, 2009, 05:09:37 PM
I didn't got it. The unit is stunned, but after that they can move. The unit is not indestructible, only immune to all other enemyes.
Title: Re: New Units Ideas
Post by: Kran on June 22, 2009, 05:34:32 PM
Class: Scouts
Name: Roc
Cost: 100$

Actions: 2
Life: 4
Power: 3
Deploy: 3

Flight. Movement Cost no Actions.

Move to Target Location. 3 Range. 1/1 Times Per Turn.

Attack Target Enemy. 1 range. Cost 1 action.

Load target ally. 1 range. Cost the Ally 1 action point. Cost 1 Action point. Maximum 1 unit. The ally will be now stat of the roc, leaving play when it dies, or loose control.

Unload ally. 1 range. Stuns Ally. Cost 1 Action Point.

Loaded allyes are protected by pegasus. If pegasus dies or you loose control over it, the loaded ally dies.
Title: Re: New Units Ideas
Post by: Jezebeau on June 23, 2009, 07:49:44 AM
Too cheap.  It's a jumping rider with more life, shorter range, and special abilities.
Title: Re: New Units Ideas
Post by: Kran on June 24, 2009, 12:41:46 PM
I dont think its too cheap. Less range mess it, and range is the only good ability of the rider. The pegasus special ability cost from ally 1 action, so, isnt much strong. But maybe it can be 3 power and 100$. I will edit it. Now it doesnt gain +1 power when ally loaded.
Title: Re: New Units Ideas
Post by: Jezebeau on June 25, 2009, 06:45:15 AM
Generally it's going to be used to advance a unit rather than retreat it, so costing an action isn't going to be a big deal, as it probably won't be attacking, then moving.  It would most likely be used in combination with a wizard to advance a heretic, martyr, or a paladin up to 8 spaces in one turn.  Also, I get a funny image of an elephant climbing onto a pegasus.  It's very silly.   :P
Title: Re: New Units Ideas
Post by: Kran on June 25, 2009, 04:52:33 PM
Wrong. Unit stuns at undeploy.
Title: Re: New Units Ideas
Post by: Lunaraia on June 25, 2009, 05:00:42 PM
and what happens if the unit is inorged while on the pegasi?
Title: Re: New Units Ideas
Post by: Kran on June 25, 2009, 07:06:15 PM
The pegasus can't load innorganic allies. I forgot about saying that the unit is protected by the pegasus, i mean that everything turns to the pegasus, if i load unit in pegasus, then turn it innorganic, the pegasus will be now innorganic. If witch transform pegasus in a toad, the pegasus doesnt have anymore the loaded ally, and its lost. If you purge the pegasus after load, you loose your unit. Loose not death. Maybe we could change the name to Roc.
Title: Re: New Units Ideas
Post by: Kran on June 28, 2009, 02:03:47 AM
Class: (?)
Name: Fleshbender
Cost: 50$

Actions: 2
Life: 2
Power: 3
Deploy: 3

Move to target location. 1 range. Cost 1 action.
Attack target enemy. 1 range. Cost 1 action.
Target ally gain +2 armour, -1 life. Units may never have more than 2 armour. Cost 1 action. 1 range.
Title: Re: New Units Ideas
Post by: Kran on June 30, 2009, 12:52:08 AM
Class: Cultists
Name: Sequeler
Cost: 200$

Actions: 2
Life: 3

Move to target location. 1 range, Cost 1 action.

Infection. All enemyes that have their livepoints below maximum life, loose 1 life and maximum life is decreased to live. Cost 2 actions.

Fracture. All enemyes that have their livepoints below maximum life, loose 1 power in next turn and maximum life is decreased to life. Cost 2 actions.

Sickness. Target enemy get -2 life. 1 range. Cost 1 action.
Title: Re: New Units Ideas
Post by: Kran on July 01, 2009, 01:35:26 AM
Example: General is damaged by a pikeman. It become 2/4 life. Then, sequeler use Infection spell. General will be 1/1. If sequeler use fracture spell, the general will be 2/2 and power 2 in next turn.
Title: Re: New Units Ideas
Post by: Jezebeau on July 08, 2009, 01:39:36 AM
Fleshbender is an interesting idea, but very few things that have zero armor have more than 2-3 life.  It would be a great combo for barbarians and little else.

Sequeler is wyrm-powerful.  A single-target ability at specific range that lowered maximum life to life-minus-one could be nifty, but as it's written it's broken.
Title: Re: New Units Ideas
Post by: Kran on July 09, 2009, 05:53:39 PM
Thanks for the feedback. But I cant understand very well why it is a wyrm-powerfull.
If it had range like 6, it would be nice. But after all, its only an idea.
Kran
Title: Re: New Units Ideas
Post by: Lunaraia on August 28, 2009, 02:46:48 AM
reason it's wyrm class? well it's quite simple let's say that you have a huge poweful unit like the elephant it's been quite bruised and are at 1 hp you use inceftion and boom it's like it just goot hit by 6 reckonings at the same time kinda overkill in my book
Title: Re: New Units Ideas
Post by: Kran on August 28, 2009, 05:03:09 PM
Reckoning do not make units hurt.
Title: Re: New Units Ideas
Post by: Lunaraia on August 29, 2009, 02:02:26 AM
ig a unit with 1 hp remaining tgets nailed by reckoning it's dead even if it's total hp is higher then 1, I know cuss I used reconing on a hydra I had gotten down to 2 hp then I simply walked my heretic into the 2 snakes guarding the hudra 2 its no more hydra even though t's total hp wouldve been 4
Title: Re: New Units Ideas
Post by: Kran on September 03, 2009, 03:19:55 AM
Yeah, sure of that. That was not what i undestood. I understood that after 6 reckonings sequeler would make elephant die. After all, WHY you all think it is so powerfull? It affect all enemyes but at true games hardly there are more than 3 hurt units. Allways remenber that after using infection / fracture the maximum HP lowers to HP, making it not hurt and not affected by next times sequeler uses its spelss. Also remenber that when enemy have a sequeler, the player will make all its possible to avoit hurt units.
Title: Re: New Units Ideas
Post by: Lunaraia on September 04, 2009, 01:53:39 AM
perhaps but it is still unbalanced specially if you put int a crap load of woters or other auto attackers as it makes it a piece of cake to lower their max quickly, only inotganic units would be able to take the squiler down without ALOT of effort and cost of units
Title: Re: New Units Ideas
Post by: Kran on September 04, 2009, 10:46:46 PM
A tower would make a good combo, agreed. But that doeesnt make it as much unbalanced as you say.