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The convergence; new race
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Duaneski

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Duaneski

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  Apercent wrote:Idk, I kind of like the idea of using a fuse


What he is saying is, if you like Fuse, then THAT is just about the only ability your race should have. MAYBE you could have one additional ability. But most likely, given the games current framework, a race that would actually be considered to be added to the game would have 1-2 rather basic abilities.

If you're saying: this game could support more intricate abilities, then my answer is yes. But programming those is a pain. And the interactions may be too difficult to predict. As a result, less is more. Which may handcuff us somewhat as race makers :p just look for opportunities to whittle away abilities leaving behind what you want to really define your race, is all I can say
amidama

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amidama

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This message was edited 1 time. Last update was at Jul 17, 2016 21:41


Hakumen
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Apercent

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Apercent

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Alright, I'll post two alternative versions of this race, one with and one without fuse.

That way, we have one version that will not kill the devs, and one version that will

Edit: on second thought, maybe not. That sounds like a lot of writing

OK so the version without fuse, I will feature the readjustor as the bishop instead of the vampire unit. I don't think the vampire fits this race style too much.

This message was edited 4 times. Last update was at Mar 02, 2016 14:21

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Apercent

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Apercent

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OK so here's the new version;
A) the Bishop is replaced with the new rook
B) the stragetist will now be named the bishop
C) the Queen will be renamed into something else ( not sure what, I'm thinking along the lines of checkers or Chinese chess though)
D). The New tank unit will replace the old one and take the name of Queen

Tell me what you think
Here's my thoughts
A) maybe I should rename the strategist the crown (after chessy crowns)
B) maybe I should raise the cost of the king to better reflect its abilities
C). I could give the new tank a "mimic" ability that allows it to steal the ability of any other unit (I could also give this to the stragetist)

This message was edited 1 time. Last update was at Mar 10, 2016 11:24

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Apercent

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Apercent

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Queen
Mobility
Moves per turn 1
surface 7
underground 0
after attack 0

Vision (FoW) 4
Repair points 3
Defense strength 11
Attack range 1

Attack strength
VS ground light MAX
VS ground heavy 0
VS aerial 0
VS aquatic 0

Attack after move YES
Teleport NO
Burst fire: NO
Jump: NO
Overshield: NO
Intelligent design: NO
Special force Reconstruct
EMP radius N/A
UV radius N/A
Push radius N/A

Unit type: Ground heavy
Cost: 500
This unit's unique repair rate and ability to reconstruct makes it especially useful to fighting other units that would normally be hard to kill.

Reconstruct means that this unit can change its attack stats at anytime. You may move “MAX” to any other attack group (e.g, g.h) as long as you dont split max into smaller numbers. I can have a max in g.l, but i cant split that number into 5 g.l and 7 g.h. The number must stay max.

max means that it will always have the maximum stats. In g.l, it will have 12 (helicopter). In g.h, it will have 14 ( tankbuster). In aerial, it will have 12 (eclipse). In aquatic, it will have 18 (sea dragon).

This unit looks like a mass of organs and veins. You can see an alien fluid flowing over the body and charging it. ALthough it looks like a mess, its movements are surprisingly accurate and efficient

This message was edited 1 time. Last update was at Apr 08, 2016 01:53

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Apercent

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Apercent

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Rook
Mobility
Moves per turn 1
surface 18
underground 0
after attack 0

Vision (FoW) 4
Repair points 2
Defense strength 5
Attack range 1

Attack strength
VS ground light 8
VS ground heavy 4
VS aerial 4
VS aquatic 4

Attack after move YES
Teleport NO
Burst fire: NO
Jump: NO
Overshield: NO
Intelligent design: NO
Special force Overheal
EMP radius N/A
UV radius N/A
Push radius N/A

Unit type: Ground heavy
Cost: 250
Unit info: This units overheal ability makes up for its weak stats, and allows for it to hit far harder than most units. It also can move 6 spaces in one turn.

Overheal allows for this unit to heal up to 15. This gives it a significantly higher attack.

Note: Overheal no longer comes with the ability to ignore vitality. sorry.

I'm not sure if i want this to ground light or ground heavy..... I'm also not sure about how 5 extra health will effect it's rolls... Might be op or up
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