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AuthorFaction Idea - Desert
I know these might or might not be balanced but i want to hear what you think.

Faction Desert
Spell type : Holy, Chaos
Faction Ability : Desert Dance - Chance on simultaneous strike in counters, getting their attack before units die. Also they get increased attack-defense when doing a move action (not move and attack) till their next turn.

Tier 1 - Upgraded Tier 1
Wanderer - Nomad
Attack 2 : 2
Defense 2 : 2
Damage 1-2 : 1-2
HP 5 : 6
Speed 5 : 6
Init 9 : 10

Nomads have No retaliation and Cast on attack Confusion at power 1.

Tier 2 - Upgraded Tier 2
Riders - Skirmishers
Attack 2 : 3
Defense 3 : 4
Damage 1-2 : 2-3
HP 11 : 11
Speed 7 : 7
Init 9 : 10
Shots - : 8
Range - : 6
Large unit, Upgrade has Shooter, No melee Penalty, Skirmish [Can fire arrows in melee range, can only be retaliated by units with return fire]

Tier 3 - Upgrade
Giant Scorpion - Venomspiker
Attack 2 : 3
Defense 5 : 6
Damage 2-4 : 2-4
HP 24 : 26
Speed 5 : 5
Init 6 : 7
Poison 2 (multiply unit by poison value), Upgrade has poison 3, and stun.

Tier 4 - Water Seekers / Watercaller
Attack 8
Defense
Damage 6-8
HP 19
Speed 4
Init 9
Shots 8
Range 6
Mana 12
Shooter, Caster (Ice Clod, Rapid)

Tier 5 - Sand elementals / Sand Cycones
Attack 9
Defense 13
Damage 8-10
HP 38
Speed 5 (Flight)
Init 8
Elemental, Immune to Earth, Incorperal.

Tier 6 - Tomb Guardian / Pharaoh's Hand

Attack ?
Defense ?
Damage ?
HP ?
Speed ?
Init ?
Mechanical, ?

I'm not sure how to balance tier 6 just yet since i havent seen enough of the other faction's tier six to consider it.
Slight modifications which i can agree to.

Tier 2 - Upgraded Tier 2
Riders - Skirmishers
Attack 2 : 3
Defense 3 : 4
Damage 1-2 : 2-3
HP 11 : 11
Speed 7 : 7
Init 9 : 10
Shots - : 4
Range - : 6
Large unit, Upgrade has Shooter, No melee Penalty, Range Penalty, Skirmish [Can fire arrows in melee range, and after move as a spell action, can't be countered by melee when using]

Sand Elementals - Weak to Air Spells.
its a bit confusing, the way you write. plus, i think there should Anubis' and the skirmishers are a bit too powerful. skirmishing is defending with ranged atk just so you know.
I guess i deleted the most important part of Skirmish when i was editing the ability. Skirmish, if it was codeable would allow the unit to take a movement action, and do a ranged attack in the same action. And also realize that there's seven tiers, but i only wrote 6, because none of the seventh is out yet, and it'd take a long while to get to that point. Also realize that I didn't put numbers on how many could be hired of each unit in relation to your level, that's a whole other problem.
Moved from IaS.
Hmm... I also have an idea for dessert faction, but because there is this post I'll just suggest an unit type.

Camel rider-Camel knight
Tier 3 - Upgrade
Attack 4 : 6
Defense 4 : 4
Damage 2-4 : 3-5
HP 19 : 21
Speed 7 : 7
Init 8 : 9
6 its weak, and it seems a fast unit, why only 8/9 initiative?
i think the heroe should be a magic type factoin starting with earth spike
maybe a new spell called sandstorm?its like volley deals 10 damage to each enemy spell damage increases with spell power
u r making me hungry!!!yummy yummy
A minor reevaluation of the faction, due to issues in my mind (the riders were too squishy at tier 2) and realizing what would be handy on the situations to try to keep it balanced.

Faction Desert
Spell type : Holy, Chaos
Faction Ability : Desert Dance - Chance on simultaneous strike in counters, getting their attack before units die. Also they get increased attack-defense when doing a move action (not move and attack) till their next turn.

Tier 1 - Upgraded Tier 1
Wanderer - Nomad
Attack 2 : 2
Defense 2 : 2
Damage 1-2 : 1-2
HP 5 : 6
Speed 5 : 6
Init 9 : 10

Nomads have No retaliation and Cast on attack Confusion at power 1.

Tier 2 - Upgrade
Giant Scorpion - Venomspiker
Attack 1 : 1
Defense 4 : 6
Damage 1-3 : 2-3
HP 10 : 16
Speed 5 : 5
Init 6 : 7
Poison, upgrade has poison 2, and stun.

Tier 3 - Upgraded Tier 3
Riders - Skirmishers
Attack 3 : 3
Defense 5 : 7
Damage 3-5 : 4-6
HP 19 : 26
Speed 7 : 7
Init 9 : 10
Shots - : 4
Range - : 6
Large unit, Defensive Manuvers(If the unit can't counter, the unit retreats towards it's side 5 squares when attacked, if it can get out of melee range of all enemy targets) Upgrade has Shooter, No melee Penalty, Skirmish Counter (If attacked, and has ammo, does a retreat manuver, and counters from range), Defensive Manuvers

Tier 4 - Water Seekers / Watercaller
Attack 8
Defense 11
Damage 6-8
HP 19
Speed 4
Init 9
Shots 8
Range 6
Mana 12
Shooter, Caster (Ice Clod, Rapid)

Tier 5 - Sand elementals / Sand Cycones
Attack 9
Defense 13
Damage 8-10
HP 38
Speed 5 (Flight)
Init 8
Elemental, Immune to Earth, Incorperal.

Tier 6 - Tomb Guardian / Pharaoh's Hand

Attack 19
Defense 25
Damage 16-28
HP 100
Speed 5
Init 9
Mechanical, Grounding strike (Successful hits have a chance of removing all buffs, and inflicting Expert delay for 3 turns) Blessing of the Sun (Activated ability, target unit gets +2 to morale-luck for 3 turns)

As noted, i'm not going to pretend on setting up valid numbers, that's a job that'd require a lot more effort.

The talent wheel would have Attack-Defense-Holy-Chaos-Erudication, and a thought i had - Logistics
Logistics - Each rank gives +2% to your hero's Initiative Value
Tier 1
Agile - Units take 25% less damage from counter strikes
Wind Cutter - Units deal an additional 15% Air damage
Mobility - Units that you control can move through each other's squares.
Surge - The hero gains a spell that gives a flat increase on the initiative count. (Probably 10-20% for 3-5 mana)
Tier 2 -
Flanking - All your units gain Double Counter (the unit can counter twice each action
Surging wind - Hero gains mass rapid at advanced holy magic level
Tier 3 -
Evasion - All units gain a 15% miss chance.

Suggestions welcome, I know it probably needs more tweaking.
This is actually the best and most reasonable idea i've ever seen. Cool! It just has a bit too many abilities.
Talent wheel could be highly too powerfull in higher levels besides that, this is one of the best thought out faction I have ever seen. I will look it it over again later.
Rethoughts on the talent wheel
Defense-Holy-Chaos-Logistics-Morale-Luck (Attack too if could fit it in)
Defense and Logistics being the cheapest at 7-8, Morale and Holy at 9, Chaos, luck, and attack at 10

Favorable Winds - Racial Talent - Focus on a unit, taking .5 of a turn. On a Good luck-morale action a random holy spell is cast on the unit, for half mana, excluding dispersion.
talents way to powerfull expecially flnaking and rider-skirmishers a lil over powering with there skills but other then that not bad
kind of loving the faction nice 1
grumsh, i don't think you understood how Flanking worked if you considered that too powerful, it'd allow the unit to be able to counter twice between actions.

The example working like
Unit A moves ,Unit b hits a, a counters b, Unit c hits a, a counters c, A can't counter until his next action, out of counterattacks.

It's along the lines of gryphons to a very small degree.

On the skirmish/defensive manuvers ability, that was taken entirely from the centaur creatures, and would work the exact same way. Also realize that it's a large tier 3 melee unit. The range is there as a useful afterthought with upgrade, but they are rather easily stepped on with big hits, and the retreat ability gives the ability to not be gangstomped... but can also backfire since you don't tell him where to go.

I'm glad you liked it sg_dark, it took a fair bit of time of thinking on it.
Tier 6 - Tomb Guardian / Pharaoh's Hand

Attack 50
Defense 10
Damage 60-80
HP 76
Speed 6
Init 11
mana 15
flyer No retaliation fear attack poison3x3
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