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New Units Ideas

Started by Kran, April 23, 2009, 12:41:18 AM

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Kran

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.

Lunaraia

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
Bad guys are no problem when you're an asshole yourself

Kran

The gate guard is immune to skills and spells while in castle ^^

Kran

#78
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.

Lunaraia

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
Bad guys are no problem when you're an asshole yourself

Kran

Its not worthless. Very usefull, since enemy have to move units away from that location.

Jezebeau

Move should cost 2.  Again with the range 7 stuff?

Kran

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.

Boombastix


Kran

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.

Kran

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.

Lumen

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.

Kran

#87
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.

mongolian

Nice job boombastix.  If possable, try to fit everything on the same page without scrolling though.  Height max = 550 pixels :)

Lunaraia

#89
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
Bad guys are no problem when you're an asshole yourself