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New Race - Sprites
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Duaneski

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Joined: Nov 27, 2015,
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Duaneski

Messages: 1021,
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Sprite
Can capture bases.
Aerial
Cost 75
Actions per turn: 1
Mobility 0
Vision 3
GL 3
GH 2
Aerial 1
Aq 3
Range 1
Defense 5
Repair 1
*Blink: teleport anywhere within 2 hexes of your current location. Can move or attack after using this ability. *no Cooldown

Fate Weaver
Can capture bases.
GL
Cost 250
Actions per turn: 1
Mobility 6
Vision 1
GL 0
GH 0
Aerial 0
Aq 0
Range N/A
Defense 0
Repair 1

*Hand of judgment: all connected adjacent units suffer the [EMP] effect. (Dictates enemy positioning. And your own to some degree of course!) *15 turn Cooldown

*Heal: target friendly adjacent unit heals 2 HP *2 turn Cooldown.

This unit does not affect the heal rate of adjacent units. This unit has no conversion ability.

Ogre
Can not capture bases.
GL
Cost 325
Actions per turn: 1
Mobility 9
Vision 4
GL 9
GH 5
Aerial 4
Aq 4
Range 1
Defense 10
Repair 2

Razor
Can not capture bases.
GH
Cost 350
Actions per turn: 1
Mobility 11
Vision 3
GL 4
GH 12
Aerial 2
Aq 8
Range 1
Defense 8
Repair 1

Star fire
Can not capture bases.
Aerial
Cost 450
Actions per turn: 1
Mobility 9
Vision 5
GL 8
GH 6
Aerial 6
Aq 7
Range 1
Defense 9
Repair 2

*Blink: teleport anywhere within 2 hexes of your current location. Can move or attack after using blink. *no Cooldown

Vanguard
GH
Cost 550
Actions per turn: 1
Mobility 8
Vision 4
GL 7
GH 6
Aerial 5
Aq 7
Range 1
Defense 15
Repair 1

Archangel
Aerial
Cost 750
Actions per turn: 1
Mobility 6
Vision 6
GL 10
GH 8
Aerial 8
Aq 9
Range 1-3
Defense 8
Repair 1

(If a Wyrm flew - weaker attack but much better defense)


Water Sprite
Can capture bases.
Is built only at Harbors
Aerial
Cost 250
Actions per turn: 2
Mobility 0
Vision 3
GL 4
GH 3
Aerial 3
Aq 3
Range 1-2
Defense 4
Repair 2

*Blink: teleport anywhere within 2 hexes of your current location. Can move or attack after using this ability. *no Cooldown

This message was edited 1 time. Last update was at Aug 23, 2016 02:43

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Apercent

Messages: 744,
Joined: Sep 08, 2015,
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Apercent

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Why does the vanguard cost 500? And the ogre 325? I feel this race could do with cheaper units or more value per unit, ya know?
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Duaneski

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Duaneski

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  Apercent wrote:Why does the vanguard cost 500? And the ogre 325? I feel this race could do with cheaper units or more value per unit, ya know?


You're paying for top notch mobility with the vanguard. I think it might deserve another tick of defense and repair though.

The ogre is a GL unit so it can get the big boost on mountains. That said. It might need a stat boost or a cost reduction. I much prefer under powering units to start and ratcheting them up than the other way around.

The ogre is very hard to cost given there's nothing to compare it to. 225-275 might be a better cost range. Or maybe just needs better stats.

That said, the Fate Weaver ability is VERY powerful. I am purposefully under powering the rest of the race to sort of make up for that. If that makes sense
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Duaneski

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Duaneski

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Compared ogre to mecha2, I agree he needs a boost. Gonna make speed 9, defense 11, and each attack stat is gonna get a point bump. Gonna keep cost at 325.

Thanks for the feedback
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Duaneski

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Duaneski

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Redesigned the vanguard altogether. Made the ogre more of a GL / aerial specialist (trades well w helicopter if he's in a mountain). Kept him at 2 tile speed range tho.

I changed the executioner to the razor and made him a GH specialist
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Michaelrn

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Joined: Feb 16, 2016,
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Michaelrn

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You have just read my mind! I was working on new units for each race and I created an ability called "blink" to a Titans unit that works exactly in the same way of sprites' blink
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Duaneski

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Duaneski

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  Michaelrn wrote:You have just read my mind! I was working on new units for each race and I created an ability called "blink" to a Titans unit that works exactly in the same way of sprites' blink


I don't know if it's an original idea or not, but I'm really in love with the mechanic. And retreat. I think they're both great fits for the game

Maybe in a couple years (2-7? :p) Xavi will be ready to put a race out, and we will have 1000 ideas just waiting for him
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xavi

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Joined: Jun 12, 2009,
Location: California
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xavi

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Thank you very much for all the awesome ideas. The more ideas are available, the more likely we are to create a new race. First we will focus on adding 4 new units (2 amphibians) to the 3 existing races.

-= The UniWar Team =-
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Duaneski

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Duaneski

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  xavi wrote:Thank you very much for all the awesome ideas. The more ideas are available, the more likely we are to create a new race. First we will focus on adding 4 new units (2 amphibians) to the 3 existing races.


Thanks for the feedback. I am incredibly excited for the new units! I keep putting races here entirely for my own enjoyment. If a useful idea comes out of it That's just gravy. But I really hope you won't waste any of your time reading my million and a half race ideas because they're definitely more for me than practical use at this point
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Apercent

Messages: 744,
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Apercent

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I wouldn't mind this race in uniwar, if it had a slight change in style (so it could be more sci-fi), it's good it's really good.
I like the new razor idea but maybe 12 g.h is overkill. What will titans do against... that? Giving it 10 g.h or even 11 still makes it a powerful anti ground heavy unit, you've seen it for yourself in the games.
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