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Messages - Lumen

#1
Zatikon Discussion / Re: Title screen music
July 20, 2009, 08:38:18 PM
Heh, I remember listening to Beethoven's 7th Symphony (which I was not very familiar with) not long ago and then suddenly sitting bolt upright and saying, "This is Zatikon's music!"

Was a sort of surreal moment.
#2
haha, I don't think it's a problem with my army when I'm running out of enemy targets.
#3
Me neither.  Or confessors, really.
#4
Units / Re: The Conjurer
June 16, 2009, 04:04:41 AM
The way to attack a conjurer army is to attack with more than one unit at a time.  It's better to destroy the portal yourself with your selection of a troop than to wait for your opponent to do it to whatever he wants.  The portal mechanic is an excellent way to fight against the ranged game.  Portals are a significant threat to weak units, and can be placed so only a ranged unit can kill them most of the time.  However, when they're destroyed as part of an advance, they're not so useful for the conjurer's side any more.  Since it just brought one of your units up (no lost turn if you kill it on your turn, because stun goes away at the end of your turn).

The conjurer is an EXCELLENT unit for facing off against armies based on few, expensive troops, like the wyrms, and most mages.

I'm not saying I think the conjurer doesn't need tweaking, but it's not its defensive powers that I find a bit too overwhelming.  It's the fact that it can drop a super-unit, like a golem, warrior, or knight off far in advance very early, or can be used to pull your own units forward with portals.
#5
Units / Re: New Units Ideas
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.
#6
Units / Re: Shaman
June 11, 2009, 01:27:11 PM
The shaman is pretty well-designed at the moment, only being not used because of the focus on heavy ranged combat.  When facing a deck that has to close distance, they're very powerful.  They're not useful against the computer because the comp has so many actions.

If it's to get any changes, I'd suggest possibly making it cheaper dropping it to 100 points, even if that means lessening its power and/or the range of its move negation.
#7
Zatikon Discussion / Re: Redesigning the game shell
June 10, 2009, 06:17:54 PM
I like the layout, and I think it neatly allows for everything the current one does except for the mute the music button while still having much more information displayed.

You'd need some button to access a profile or something to change your displayed unit avatar if it was freely selectable.

This makes me think of a couple new things that I'd like to see.  First, a place in the main lobby that shows the current army you have selected.  Second, it would be neat to have a button that randomizes your selected army, probably guaranteeing a general and going randomly from there.  It's almost like an inspiration button, and it would allow you to take randomized armies into coop and team games, or play random vs. constructed.

Oh, and it would be fun if the options for avatars were based on which units you use the most discounting commanders, with commanders always available.
#8
Units / Re: Zatikon Guild for Intermediate Players
June 10, 2009, 01:13:03 AM
Wizards MAY, in fact, levitate an opponent's unit, despite what the ability says.  I guess it could be a bug, but I think it's just a great tool  ;) .  The levitate stuns the enemy's unit.

You sure about the rangers wielding a sword only flying 2 spaces?
#9
Units / Re: Top 20 of balanced units
June 10, 2009, 01:04:18 AM
Quote from: Jezebeau on June 09, 2009, 10:37:51 PM
I just worry when people talk about combo units in general.  I'd hate for every unit whose primary purpose is to affect allied units to be lumped into the "bad for Zatikon" category.

Archangel can only be permanently dealt with if transformed or stolen.  Possessed needs to be stolen, killed by inorg, abjured/purged post-possession, or rocked.  They require people to include units from a very small pool of foils.

Or killed by gate guard on the castle.  This is an important point for random, which always includes one in every army.  Admittedly, you sacrifice a ranged unit to do so, but it's almost certainly worth the 400 points of possessed.
#10
Units / Re: Top 20 of balanced units
June 09, 2009, 08:15:19 PM
Uh, what's wrong with possessed, archangel, or conjurer?  Well, admittedly, I think possessed is too expensive, but I don't see how they could really be threatening the game's experience, which seems to be the prevailing wind here.

I don't think there's any problem at all with units being built to work in combination with other units.  Obviously, the number of possibilities skyrocket with these.  Anything with an ability that affects your own units is a combo unit, even if it's just a humble healing spell.  I don't think these are things we should be wary of.  However, I do think that units with the capacity for combos should be evaluated for points as part of a good pairing with that unit.
#11
Units / Re: minime's units
June 08, 2009, 08:47:53 PM
That's a good point, but spending something like 700 points to get a steady stream of one pikeman a turn doesn't seem so great.  Could be a counterpart to the Barracks.  Might be a structure that targets a soldier (from a barracks) and turns it into a pikeman, footman, axeman, or bowman.  With those stipulations, it might be balanced at about 100-150 points, what with the deploy costs of the buildings included, and the loss of time.
#12
Zatikon Support / Re: BUGS
June 08, 2009, 02:59:45 PM
He suggests making it work like that, but it currently doesn't.  The ability is a spell, but the damage is entirely untyped, so that it pierces through things that stop attacks, but also affects inorganics.

I'd prefer having it be a spell entirely.
#13
Units / Re: minime's units
June 08, 2009, 02:49:49 PM
This might be possible if it only allowed 50-point units, or if it only allowed units from a specific category, like "Soldiers"
#14
Zatikon Discussion / Re: Towers Deployment
June 08, 2009, 02:45:50 PM
Give it a minimum range.  Make it possible for units to cross from outside its range to its blank area of minimum range only getting shot once if they all travel in a single wave.  Give it range 2-4 and a wave of 3-action people will get shot only once if they can move fully into the range.  At that point, the tower is more a way of fighting commands than anything else.

Combined with that, if you made it 1 action, but power 4, it would be easier to distract while still hurting units quite a bit.
#15
Units / Re: minime's units
June 04, 2009, 05:50:08 PM
the knight of the board is too cheap at 50.  I'd guess 100 or 150 for it.  Except, that jumping back would have problems since that last space may be occupied by the time the knight tries to do that.  Some resolution would need to be made in that circumstance.