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New race idea (Phasing Race) *updated 2/25
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Apercent

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Apercent

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Cosmic redemption sounds good. I think it should get an increase of 4 or 5 defense though to make it more valuable.

I was going to be like ". Oh I liked the original better, its got more mobility and better stats". But I realized that, I can capture a base and then use it in only one turn! That's awesome. Honestly though, I feel like it will not be very useful to move twice with the stats it has, I'd just give it the ability to take another turn after capturing a base, and give it higher mobility.

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Duaneski

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  Apercent wrote:Cosmic redemption sounds good. I think it should get an increase of 4 or 5 defense though to make it more valuable.

I was going to be like ". Oh I liked the original better, its got more mobility and better stats". But I realized that, I can capture a base and then use it in only one turn! That's awesome. Honestly though, I feel like it will not be very useful to move twice with the stats it has, I'd just give it the ability to take another turn after capturing a base, and give it higher mobility.


All the same benefits of a marauder at half the price (tho half the mobility too sure ) move up and attack, then move back to be safe for a heal next turn. Or move up and attack twice when needed. Attack then capture in that situation. Def increases the units utility hugely

I like the defense boost at 2. It gives it the same boost a normal unit gets. And you get a credit reimbursement basically. Could move on that later but I like it there now

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Apercent

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Apercent

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I respect that, 6 defense is enough.

You sure you don't want to make a backstory? i like backstories
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Duaneski

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Update log:
Changed the ball of light unit again. Added charge ability. Reduced charge cool down. Adjusted Orbital stats to reflect charge ability.

Adjusted mothership to simplify implementation into game world. Now only occupies one space. Adjusted cool down of skill. Decreased armor to 5.

Adjusted archon vision ability to be easier to implement into game. Increased archon cost to reflect power of this ability.

Increased tank hunter cost.
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Duaneski

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Duaneski

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Alternative archons:

Archon B
Heavy infantry (counts as a GH)
Cost 450
Vision: 3
Mobility 8
GL 8
GH 8
Air N/A
Aq 12
Range 1
Def 12

Charge: this unit gains 3 mobility this turn and +2 to attack this turn. *3 turn cool down.

Overcharge: use only after charge. This unit gains an additional 3 mobility and +1 attack this turn. The cool down for charge is doubled (to 6 turns).

Supercharge: use only after overcharge. This unit gains an additional +3 attack, but loses a health point. Charge cool down is increased to 10 turns and this unit becomes inactive for one turn (like teleport Cooldown)

Archon C
Heavy infantry (counts as a GH)
Can capture bases
Cost 400
Vision: 3
Mobility 8
GL 8
GH 8
Air N/A
Aq 12
Range 1
Def 12

Charge: this unit gains 3 mobility this turn and +2 to attack this turn. *3 turn cool

For the original Archon with the vision skill, I need to add that the Archon using that vision skill would be visible to all units (so killing it via artillery or whatnot could be a viable way to get vision back... That way the Phasing player couldn't just pump out one of those a turn, bricking up because no one can see to shoot at you...

Also: I'm wondering if the cost of the mothership should be reduced to 300 or 350.... And I'm gonna probably want a new name for it.

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Apercent

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Apercent

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The tankhunter should be priced 650. It's powerful and fast, sure, but it still gets outrange by everything else. Actually, considering it has no air, I think it could go for 500-600.
I like the name orbitals, good idea on your part.
I think that, out of the two archon
A). Give the anti-speeder the overcharge power, it costs 300 anyways.
B) give the archon the vision destroying powers

This message was edited 1 time. Last update was at Jan 24, 2016 05:43

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Apercent

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Apercent

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If you plan on reducing the motherboards cost to 300, I'd reduce the healing to 3 too. I think it will be worth it for 400. I also think that the motherboard needs a bit more defense to it to stop me from using a wyrm to oust it.

This message was edited 1 time. Last update was at Jan 24, 2016 05:49

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Duaneski

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Duaneski

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  Apercent wrote:The tankhunter should be priced 650. It's powerful and fast, sure, but it still gets outrange by everything else. Actually, considering it has no air, I think it could go for 500-600.
I like the name orbitals, good idea on your part.
I think that, out of the two archon
A). Give the anti-speeder the overcharge power, it costs 300 anyways.
B) give the archon the vision destroying powers


For the tank hunter, you really have me reconsidering its price point. I was thinking of its phenomenal threat range, as well as ability to move after attack securing a safe place from tank reprisal. But with its strict range of 2 it is of course very susceptible to fire from batteries and walkers and hydras. At a distance of 2 it would trade very favorably w those pieces. But of course, when defending it likely won't be giving anything back.

So it is a pure offensive piece to be sure. Maybe a cost closer to 500-600 would be appropriate. Very interesting thought...

I like the vision ability for the archon a lot. But I'm worried it would be too difficult to implement. And it'll need testing to make sure it actually does something. Meanwhile an overcharge ability would make a lot of sense on that unit...

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Duaneski

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  Apercent wrote:If you plan on reducing the motherboards cost to 300, I'd reduce the healing to 3 too. I think it will be worth it for 400. I also think that the motherboard needs a bit more defense to it to stop me from using a wyrm to oust it.


I think this thing could be a lynchpin for sure. Moving the cost to 300 ish , altering repair rate, and checking abilities and stats will def need done. The repulsor shield ability should be devastatingly effective for bricking up. The ability to heal added back in... Also important. Getting the right mix of cost and utility will be key. Maybe I'll leave it where it is and just acknowledge that it will need a lot of testing and maybe tweaking down the line


As for the anti speeder , it already has a rule on it and I don't want to add in charge to it... I think it stacks up very well to speeders and marauders. I was thinking the cost for that piece and the ripper could possibly be 250, but I would rather this race started out under powered or over costed than the other way around.
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LkASr

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LkASr

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I'd say that the Hovertank would be better suited for being aquatic than ground heavy, due to its characteristics of being aquatic.

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Apercent

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Apercent

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Do we get a Q and A with a phaser general?
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Duaneski

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  Apercent wrote:Do we get a Q and A with a phaser general?


That's a fun idea we should write some Q's to each other and then we can do a Q&A .. I'll work on some convergence and pyrean Q's when I get a chance

---
Updates 2/13
- changed mothership. Increased mobility from 6-9. Greatly changed repulsor shield. Increased defense to compensate and keep cost the same. I think this units role within the army is now clearly defined as a powerful, durable support unit.

- changed Ripper stats. Increased GL and Defense. I realized it wouldn't be dealing much damage at all after the first troop it hits. This way it should shred the first troop pretty well, take minimal ish damage, and still be able to make another attack or two. GH is very low and no air attack so it remains a specialist piece. I think this stat blend provides an improved balance for this unit.

- increased tank hunter mobility after attack to 6, to allow the unit to in general retreat farther to provide some extra durability.

- updated race description. All thanks to Shadowntr for pointing out that this is clearly an "energy Based" race

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Duaneski

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  LkASr wrote:I'd say that the Hovertank would be better suited for being aquatic than ground heavy, due to its characteristics of being aquatic.


aquatic and GH attack values are very similar, except for aquatic units (who universally have higher Aq attack than GH). Since this is the phasers only aquatic unit currently, it being more effective versus those units (especially given its significantly reduced threat range) is a good thing.

As far as flavor, I don't see an amphibian unit being specifically more aquatic or GH , so I think either designation is Ok personally
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Apercent

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Apercent

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so we can all get a better understanding of how this race works, I'm going to throw scenarios at you. I want you to tell me
1) how this race would react to that scenario
2) how the opposing race would win against your race
3) if it's a fair battle

Alright, we good? OK. First
A) leviathan spam
B) plasmas and speeders
C) tanks helicopters and engineers
D) swarmer spam
E) marine spam
F) s v ph
G) t v ph
H) k v ph

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Duaneski

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Update 2/14

Added new unit: Scyir

Changed unit: Archon ----> Avatar (it has more similarity now to the snowy SC game unit than ever :p)

Because the archon now takes an extra 50 credits and extra time to create (at least two turns to just make the unit!), I increased its defense by 1 and added in an air attack. Due to the high mobility and strength of this unit, it might be *too* much utility. I'm willing to scale that back. But give the added costs in creation, this felt appropriate.

Scyir: I liked the idea of adding some randomness to the game. Of course it is all recycled abilities. I half considered having it assigned random stats when it evolves too, but I think this way is pretty solid. This unit is a very stout base capturing threat - due to its high mobility and defense - as well as a fun unit. It forces the phaser player to plan ahead, as their tankiest unit can now be stopped from ever even being created. And in the case that this occurs, you've still got a somewhat effective (though at 250 probably underpowered) unit.

I hope you all approve. I'm excited for this addition to the race
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