Should I continue with this idea? |
No way! |
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50% |
[ 1 ] |
Oh yeah! |
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50% |
[ 1 ] |
Total Votes : 2 |
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Nexus Darkshade
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Nexus Darkshade
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Ok, so here is my idea for a new race: the Ignem. The Ignem (just a prefered name), are mostly non-organic, but are not mechanical. Rather, they are made of earthy material, with some vegetation grown in. They can be thought of as golem-like. They would have a few advantages of having more strength/defence, but have the disadvantage of being slow, not having a flying unit, and not built well for water. Here are some ideas for the units:
Note: all specifications are suggested. Balancing may be needed.
Golem:
Cost: 100
Type: ground light
Mobility: 6 (used to be 4)
Vision: 4
Repair points: 1
Defence strength: 6
Attack range: 1
Attack strength
vs ground light: 7
vs ground heavy: 4
vs aeriel: 0
vs aquatic: 1
Other specifications: Can capture bases.
Ability: N/A
Creeper (no, not like minecraft):
Cost: 200
Type: ground light
Mobility: 5
Vision: 3
Repair points: 2
Defence strength: 1
Attack range: 1
Attack strength
vs ground light: 0
vs ground heavy: 0
vs aeriel: 0
vs aquatic: 0
Other specifications: Multiplies surrounding Ignem repair points by 3. Cannot "infect" other races. Can capture bases.
Ability: "Overgrowth" has radius of 2 and cooldown of 5 turns. All Ignem (including other players') repair 1 point. (no longer disables other races)
Scrampli:
Cost: 250
Type: ground light
Mobility: 10
Vision: 5
Repair points: 1
Defence strength: 7
Attack range: 1
Attack strength
vs ground light: 9
vs ground heavy: 5
vs aeriel: 0
vs aquatic: 0
Other specifications: Can capture bases.
Ability: N/A
Stumpa:
Cost: 300
Type: ground heavy
Mobility: 5
Vision: 5
Repair points: 1
Defence strength: 8
Attack range: 1
Attack strength
vs ground light: 10
vs ground heavy: 7
vs aeriel: 5
vs aquatic: 3
Other specifications: N/A
Ability: N/A
Rompler
Cost: 450
Type: ground heavy
Mobility: 4
Vision: 3
Repair points: 2
Defence strength: 15
Attack range: 1
Attack strength
vs ground light: 15
vs ground heavy: 13
vs aeriel: 0
vs aquatic: 0
Other specifications: N/A
Ability: N/A
Hauler:
Cost: 800 (used to be 650)
Type: ground heavy
Mobility: 6
Vision: 8
Repair points: 2
Defence strength: 5
Attack range: 2-5
Attack strength
vs ground light: 16
vs ground heavy: 14
vs aeriel: 13
vs aquatic: 10
Other specifications: Cannot attack after moving or move after attacking.
Ability: N/A
Ran out of room, will add the final unit, PLUS prototype images for the units later.
This message was edited 5 times. Last update was at Jun 25, 2016 20:39
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LkASr
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LkASr
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Overgrowth is basically EMP on steroids, I say no to that ability
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Never surrender when you still have the chance.
"I have achieved navel superiority" -myself 2017
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Michaelrn
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Michaelrn
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Hauler is totally overpowered, it is equal or better than walker in every aspect and it is also cheaper.
And I think the race needs a 100 credits cost unit with mobility of at least 6 (preferentially 7 or more) or it will be very hard to capture bases and it will be weak on most maps.
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LkASr
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LkASr
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Michaelrn wrote:Hauler is totally overpowered, it is equal or better than walker in every aspect and it is also cheaper.
And I think the race needs a 100 credits cost unit with mobility of at least 6 (preferentially 7 or more) or it will be very hard to capture bases and it will be weak on most maps.
comparing to his other units, an overpowered unit is an ok thing as long as he has some kind of underpowered units like his golem (too slow)
in actuality, his army would be underpowered because they're all too slow to cap bases and it'll cost you good credits if you want speed. The Khrals will have no problem killing this race in a few turns
This message was edited 1 time. Last update was at Jun 24, 2016 19:19
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Never surrender when you still have the chance.
"I have achieved navel superiority" -myself 2017
All the good stuff [WoT Generals Beta Tester, Uniwar Beta Tester, Vainglory Hero Suggestions List Contributor]
Come look at my profile for more info |
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Michaelrn
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Michaelrn
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LkASr wrote:
Michaelrn wrote:Hauler is totally overpowered, it is equal or better than walker in every aspect and it is also cheaper.
And I think the race needs a 100 credits cost unit with mobility of at least 6 (preferentially 7 or more) or it will be very hard to capture bases and it will be weak on most maps.
comparing to his other units, an overpowered unit is an ok thing as long as he has some kind of underpowered units like his golem (too slow)
in actuality, his army would be underpowered because they're all too slow to cap bases and it'll cost you good credits if you want speed. The Khrals will have no problem killing this race in a few turns
Yeah, so I think that both these aspects should be balanced for the race to be playable. Or it will be too weak in maps in which base captures is an important factor or it will have an insanely powerful walker in other maps.
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Nexus Darkshade
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Nexus Darkshade
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So, Thanks for the replies, I will be sure to make edits. The most common edit you are suggesting seems to be the lack of mobility and for the hauler: cost. If anything else needs some work, just let me know.
The scrampli is supposed to be this races most fastest, so please give feedback on that too please.
This message was edited 1 time. Last update was at Jun 25, 2016 20:40
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Apercent
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Apercent
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Are you still editing this race?
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Duaneski
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Duaneski
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How did I miss this? Hah
Only two units that can attack air? Is that a purposeful weakness?
I like the slow, pounding style to the race. I think you might need more cost or less stats on your Rompler and Hauler still. But who knows :p
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Nexus Darkshade
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Nexus Darkshade
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Sorry Guys, I've been very busy over the past "few" months, so I haven't been able to update. I will not be making regular updates, so just check back every month or so...
This message was edited 1 time. Last update was at Sep 21, 2016 19:24
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