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minime's units

Started by minime, April 28, 2009, 07:49:48 PM

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minime

Ares
cost:50
deploy: 30
when ares comes into play you won the game :)


architect
cost 350
power:2
life:2
actions:1
deploy:3
you can't use his abilities if you control more structures than Masons.
- build a castle. (the opponent have to take all of your castles)
- build a tower.
- build command post
- build a barrack


saboteur
cost:100
deploy:4
power:1
life:1
actions:5
when comes into play, destroy a random non deployed unit of the opponent.

time-machine
structure
cost:100
deploy:3
-1 commands
sacrifice:take another turn after this one


dr. Frankenstein
1/1
sacrifice any number of units you own: summon a monster: power(x) / life:(x), where x = the overall power and life of the sacrificed units. no armor, 3 actions.  (an example: if you sacrifice a general and 3 riders, you'll get a 9/10 unit. )
when you first activate the monster destroy dr. Frankenstein


spirit thief
0/5
armor:1
100
actions:3
3 range: target unit lose an action (permanent)


evil plant
actions:1
0/4
armor:2
any unit can move onto a plant
when an opponent's unit moves onto this plant it lose a life
1 action: clone itself (there will be lots of plants soon: all of them can clone itself :)

other plant abilities:
- opponent's units: -1 actions
- friendly units gain a life

glunkr

I like the saboteur; it has promise but probably would need tweaking. 5 actions seems high and very strange.

Ares seems too gimmicky to be a real unit.

Time Machine is WAY too powerful.

Architect, Dr. Frankenstein and Evil Plant are too complicated for my tastes.

Spirit thief is an interesting concept, but it doesn't seem like it would be very fun.


glunkr

Lunaraia

Saboteur... thats an idea I ad some time ago.. quite different though let me see here... also adding Treant and Dryad since they would fit well with the plant... and Im adding my Spy again just to make sure it get's seen, AND also my one and only Giant Spider

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Dryad    Cost: 300+

Faction: Nature

Life: 5
Armor 2
Action 2
Deploy 3

Active Abilities

Take Control of Enemy unit
Create Thorns - Thorn Tile in a 3X1 within 4 (possible Thorn Buidling, see bellow)
Stun Pollen - Stun enemy within 2
Bury Roots - 1/1 per game, Unit becomes Treant (See Bellow)

Passive Abilities

Sleep Pollen - Cancel Enemy movement withn 3
Photosynthesis- Heal self at the end of turn
Wooden Body - Cannot be Poisened, Toaded, Encased in Stone, Bounced to Castle or Stunned, CAN be converted + twice the damage from fire based attacks/DOT of 1 hp per turn for 2 turns
In case you do not like the Tile idea I am also adding a Thorn Hedge Building

Thorn Building

Life 4
Armor 2

Thorns - deals 5 damage to melee attacker, armor will reduce damage
Plants - same Effect as Wooden Body
Inorganic

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Treant

Life 8
Action 1
Armor 2

Wodden Body see above
Inorganic

Attack Enemy for 4 anywhere within 5
Photosynthesis - see above

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Giant Spider      Cost 200+

Action 3/3
Life 5/5
Power 3
Armor 1 (2?)
Deploy 3

Poisons Attacked units (-1 Life/turn)

Move to target location 1 range
Cost 1 Action

Attack Target Unit
Range 1

Spin Web
anywhere within (1-4). Explenation of ability: Creates a wall that stuns attacker or within explosion when attacked OR (my original idea) creates a 3X3 web tile that stuns enemies that step on it for 1 turn (Giant Spiders are immune to this effect)

Web (created by Spin Web)

Life 4
Armor 2

Stuns attacking units

Cancels anemy movement
1 range

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Spy      Cost 150+

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

Give +1 Command (better intelligence due to spying)

Swap Places with target unit anywhere within 5
Can be done 1/1 times per turn

Move to target Location
Costs 1 action

Poison on attack
Return to castle on attack

Attack Target Unit
range 1

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Saboteur    Cost 100+  (Low Cost due to being specialised to take on constructs)

Action 3/3
Life 4/4
Power 2
Armor 1
Deploy 2+

Move to Target Location
Range 1 Cost 1

Destroy Target Construct

Plant explosives (creates a Bomb Tile 1X1) anyone whoe step on/over the tile takes 5 damage (armor reduces damage) OR Creates a wall that causes an explosion when destroyed (same damage)

Attack Target Unit
Range 1 Cost 1
Bad guys are no problem when you're an asshole yourself

Kran

Honestly i have not read the units allready, but i think there is no need of 2 topics about units ideas.

Kran

Lunaraia

well seeing as there are 4 already I don't see why another one would hurt
Bad guys are no problem when you're an asshole yourself

glunkr

Just four? :D That's hard to believe. I think there are more proposed units on the boards here then there actually are in the game!

Kran

its ok then.

Architect looks not much fun. I would suggest it to just build some building needing recharge... but nothing of need masons... that would cause a massive number of masons.

Ares looks strange... very very
Saboteur: No random is in this game, please change it.
Get doubled turns is not playable too. At least not for 100$. 550$ would be something.
The spirit thief: I liked this unit, and with the dr. frankstein, is one of the playabe units in my concept. but its very much overpowered... 3 actions and 3 range? for sure.

The plant is nice, but... allies gain a life, its no way with lots of plants... I have an idea for it. Make its attack change enemy life -1 (permanent) (like witch but only one) and 1 range.

The spy and spider looks good. I think there are no need of net explosion. about the dryad, i'm not fun of it cuz of regenerating guys of 8 life. even with 1 action.

and glunkr > they are ideas for the game developer. i dont think he will use much more than 10% of them all.

Lunaraia

10% wow aren't we optimistic... id wager a guess and say 3% make it into the game within the next year if that
Bad guys are no problem when you're an asshole yourself

mongolian

I'm sure they already have a long list of unit ideas not yet in production.  They have already used some ideas from here so it's a great idea for the community to come up with more, even if it only means 2% or elsewise.

Minime, you have some great ideas here.  I really appreciate seeing units that involve alternate winning condidtions, but Zatikon is already complicated enough.   Judging from your post, I presume you are bored with the current game modes and a new game mode or two is what is needed here (4v1 & King of the Hill maybe....)

Re:Architect: I presume you meant to say, you can't build more structures then # of ally Architect's.  I'd actually prefer to see an architext be able to build 2 structures and that's it.  If you plan on creating a new castle, enemy can capture EITHER not both. 

Re:Saboteur: Random killing would tick off just about anyone playing once you get their good unit.  That's a sure fire way to make people quit a game.  How about, when comes into, nullifies 1 random opponent's unit's skills.  Then, if within 2, he can nullify 1 unit's skill/abilities.

Re:TimeMachine: Brilliant Idea.  It needs to cost more though - $200 or $250

Re:Spirit Thief: Beautiful!
Re:Dr.Frankenstein: Beautiful! except for name sounds awkward
Re:EvilPlant:  Beautiful! except for name sounds awkward..how about demonic lotus?




Kran

thats allright mongolian. much new units ideas means that the devoper will have more chances to choose the best.

minime

Thx for the comments  :D

I think the Frankenstein name is needed :D The unit is all about him, creating a monster, then the monster killing him. All the other names can be changed.

If you don't like the alternative win condition(i really like it  ;D), we can change the ability, but keep the mechanic. for example: destroy all units or return all the units of the opponent to his castle. or other powerful things. Or make it to a very big unstoppable monster. Or we can make less extreme things like:
big monster
deploy: 12
10/10
and some ability

architect: you need masons to build the houses(this is the story element  ;)). you can build a building for every mason. if you have a mason you can build 1, if have 2 then you can build an other one, and so on. you need lots of masons if you want lots of buildings. maybe the architect should cost more than 350.

Saboteur: OK, then make it non random. the opponent choose a non-deployed unit and that will be dead. you can kill an assassin this way, if you deploy the saboteur late enough.

plant: I just realized, the plant is an example for Lunaraia's tile concept:
http://www.pontifex2.com/smf/index.php/topic,1107.0.html

I think one of the reason Zatikon is complicated is that, you cant see what a unit does, you only see pictures. for example in magic the gathering, there are thousands of cards, and that isn't a problem. because you can see what the cards do. it would be very hard to play mtg if you only saw the picture of the cards, and you should check all of them one by one(and in zatikon the life(and sometime even the power and the armor) of the units is changing during the game and you have to remember them too). I had an idea in an other topic to put at least the life/power/armor next to the picture. It would help a bit. Imagine playing zatikon when there'll be 500 different units ;D.

minime

#11
I made some new units. I think some of them are a bit too strong, but had no idea how the balance them. I need some help with the names again ???
to keep it simple: stats:power/life(armor). I don't write the move ability if it is normal.


50
1/7(2)
actions:1
1/1 times: cancels enemy movement 4 range (the shaman's ability)
1 action: heal self.


50
1/10(2)
actions:2
cancels enemy movement 1 range (the footman's ability)
1 action: heal self


guardian angel
50
action:3
1/2
range 3, 2 actions: return target unit you control to your castle.
once in a turn: return self to the castle


50
10/1
3 actions


like the old sergeant
150
4/4(1)
action:2
2 actions:every non-range unit gain an extra action this turn
1 action:reload the first ability
You can deploy only one of this unit (story: an army can have only one top commander ;) )

Kran

Very nice the guardian angel... the first move-blocking ones i do not liked much, liked the abilites, but such hitpoints are not nice... i think they should have a limited times they block the movement, the one with 4 range. About the one with 10 power, it sucks with an chieftain, with the chieftain in one side of the map and many of this ones in the other side. Even with a witch making enemy range units in frogs. About the names, i will think about and maybe i can help you. ^^

Kran

minime

I made the first 2 ability more clear. the first is the shaman's and the second is the footman's ability. They have high defense, but they cant attack almost at all. they are just to hold back the enemy. maybe they should cost 100  :D The name of this two could be similar, like x defender and y defender. but more creative  ;)

i think 10/1 guy should be some crazy, raged monster.

btw i think that there should be zero power instead of no power in zatikon. (for example the geomancer has no power at all, so it cant get the +1 power from armory.

Kran

10/1 monster would make range units to much powerfull. Thats exactly what the game do not need ^^.