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New Faction: Rangers



AuthorNew Faction: Rangers
Rangers are perhaps the oldest faction, originating from when the first cavemen hunted prey in the forest. They use ancient arts passed down from generation to generation, and their entire society revolves around the hunt.

Their army is typically a small amount of quick but relatively weak units, which relies on cunning and a wide assortment of unique abilities to survive. Rangers are faction for strategic minds that use skill rather than brute strength.

They study Nature and Darkness magic, but they lack practically any talents in any magic.

Their unique faction skill is Taming, which gives them the ability to capture from animals as rewards for successful hunts, and use them in combat. The pet will stand next to the hero in battle, and they will attack enemies the same the hero does. The harder the hunt, the more likely you are to receive a stronger pet, and the higher the faction level, the stronger the pets you can keep.

As a perk, Rangers, and their units, also deal extra damage, depending on their faction level, to all neutral creatures.

I haven’t put any unit numbers on the ones below, as I’d probably get something wrong and make it unbalanced, but generally this faction should have less units than others.

Tier 1
Trappers
7 hp
1 attack
2 defence
1-1 damage
5 speed
11 initiative
Abilities: Set trap- Every combat each stack can set 1 barbed trap anywhere on the 8 squares surrounding it. No one but the player knows where the trap has been set, but everyone is warned when a trap has been set. The stack that set it moves back only 0.5 turns on the ATB scale. Traps can hurt any unit, they are triggered by moving over or on to that square, and when activated they deal damage and they trap a unit, unable to move, for a certain amount of turns. The amount of damage dealt and how long the unit is trapped depend on the numbers of trappers in the stack that set the trap.

Tier 1 upgrade
Expert Trappers
10 hp
1 attack
3 defence
1-2 damage
5 speed
11 initiative
Abilities: Set Poison Trap- Same rules as Set Trap, but the trap set deals poison as well. Can only be done once. Set Pitfall Trap- Same rules as Set Trap, but the trap covers 2 by 2 area. Can only be done once.

Tier 2
Hunters
12 hp
3 attack
2 defence
2-3 damage
5 speed
12 initiative
8 shots
3 range
Abilities: Shooter. Attack and Run- This unit has the ability to attack first, by melee or range, and then move away. By pressing shift, the unit can move and then attack in the normal method.

Tier 2 upgrade
Master Hunters
15 hp
5 attack
4 defence
3-5 damage
6 speed
12 initiative
8 shots
6 range
Abilities: Shooter. Attack and Run. Nimbleness.

Tier 3
Bloodhounds
14 hp
4 attack
2 defence
4-4 damage
7 speed
13 initiative
Abilities: Pack attack.

Tier 3 upgrade
Ravenous Hounds
14 hp
6 attack
2 defence
5-6 damage
7 speed
13 initiative
Abilities: Bloodlust. Pack attack.

Tier 4
Wild Men
40 hp
8 attack
6 defence
7-9 damage
5 speed
10 initiative
Abilities: Large creature. Rage.

Tier 4 upgrade
Savages
45 hp
10 attack
6 defence
8-9 damage
6 speed
10 initiative
Abilities: Large creature. Rage. Mayhem.

Tier 5
Falconer
50 hp
15 attack
10 defence
13-15 damage
4 speed
11 initiative
4 shots
Abilities: No range penalty. Raptor attack- Unit attacks by sending a raptor at the enemy. When doing so, there is a 50/50 chance that the enemy will retaliate and kill the raptor, and then 1 of the shots will decrease. If the raptor comes back safe, then none of the shots are used up.

Tier 5 upgrade
Eagle Master
50 hp
17 attack
10 defence
15-17 damage
4 speed
11 initiative
6 shots
Abilities: No range penalty. Raptor attack. Blinding attack- Chance to blind enemy on attack. Transporter.

Tier 6
Rider
70 hp
20 attack
20 defence
24-27 damage
7 speed
12 initiative
Abilities: Large creature. Assault.

Tier 7
God of the Hunt
150 hp
25 attack
25 defence
50-60 damage
5 spee
(soz, i thought it would all fit...)

Tier 7
God of the Hunt
150 hp
25 attack
25 defence
50-60 damage
5 speed
10 initiative
30 mana
Abilities. Caster- Lightning, Firewall, Bless, Poison. Large Creature.

I’d appreciate any comments, and please say if any of my numbers are too unbalanced.
+1
i'mnot an expert ith numbersso i cannot give feedback with thoose.
i can say i ike this idea :)
Bit more on Ranger tatics and gameplay:

Rangers are designed to be a unique faction, one that is best when its at a disadvantage. They lack the defence to be purely defensive, and they lack the numbers to be purely offensive, but instead excel as a support player using guerilla tatics. Below is how Ranger strategy changes with each new tier:

Lvls 1-2: Hunters are the most valuable stacks, their attack and run talent allowing them to let enemies come in very close (within their very short range) before shooting them and running away. Trappers are used to delay the enemies in to stop them catching the Hunters, and against slow, low initiative units, e.g. zombies, demons, this proves deadly.

Lvls 3-4: Bloodhounds come in, and their pack attack, when used correctly, allows them to deal large amounts of damage very quickly, so long as they get this first attack and against single enemies. If they are hit first, their low defence means they die quick, yet the Ranger has to make sure this doesn't happen. With Bloodhounds, the factions can take on a more offensive and active role.

Lvls 5-7: Wild Men are the first really strong unit the Ranger gets, and they act as the brute strength behind the faction, able to hold their own against any other creature of that tier. Along with this, Expert Trappers will greatly improve the possiblities of defensive play, and Rangers gain the capabilities to fight squarely against over factions. If the Ranger also invests in Darkness magic, then spells such as delay or curse might compilment a clever playing style.

Lvls 8-10: Falconers are another unique unit, basically one with the strength of a melee unit, but can attack from affair. They excel at attacking and weakening enemies while they move to attack other units, but they have a disadvantage in that the number of shots they have (the hawks) might be killed off very quickly if the Ranger is unlucky, leaving them weak. Also, Master Hunters gain nimbleness, much improving their poor defence, which also suits their shoot and run tactics. As well as this, the extra speed, range and shots they gain will much improve their effectiveness in any battle.

Lvl 11-13: Riders and their assault means that, when also combined with the Ravenous Wolfhounds and their pack attack, extreme amounts of damage can be dealt very quickly, so long as the Ranger is smart enough to position everything properly and not get hit first.

Also, because i forgot about it before, the Ranger's unique talent is Hunter's Spirit. It costs 7 talent points, and whenever a Ranger's unit takes enough damage that it would kill 1 or more units of any stack, there is a chance that Hunter's Spirit will round that damage downwards, leaving an extra unit alive with 1 hp left.
Purely amazing!

I wish I could have brought up pets first, but oh well. This is a class that could add a good supporting role into the factions. My only concern is that what spell level does the God of the Hunt cast at? Other than that, you have read my mind and gave me pure joy!

~{Yahtzee}~ +1
good one bro.
Thx for all the support, now we just need the admins to read it....

For 6: God of Hunts cast spells at advanced magic talent, their spell power depending on the number of units in that stack.
Hunter is too strong! Compare it with bowmen!
Lol, compare it with bowmen?

Bowmen:
4 attack
3 defence
2-4 damage
7 hitpoint
4 speed
9 initiative
10 shots
6 range

Hunters:
3 attack
2 defence
2-3 damage
12 hitpoints
5 speed
12 initiative
8 shots
3 range

So although hunters do have more hitpoints, speed and initiative, as suits a unit of its type, bowmen still have more attack, defence, deal more damage, with more shots and double the range!

Hunters only big advantage is their Attack and Run ability, but also remember that hunters have alot less units than bowmen do. If you compare them to something like rogues, which would probably have about the same size, you'll see how really weak this faction is in comparison.

Of course that's the whole point of Rangers: their units are always the weakest, so they have to beat everyone else on strategy :)
If their units are weak, then their hunted animals should be stronger to balance it out a bit in pvp, maybe?

Also, what happens if they retaliate the raptor? Will it still do x damage?
7 Factions is already more than enough
+1
i wish in this new year, the game launch 2 factions-dwarfs and rangers
yes;)

i want 2 b a ranger !!

unique n interesting work.
+1
NICE !
Hmmm.... all 4 spell levels for The God of The Hunt?
I would remove the Lightning and the Poison, and give it 1 or 2 more Nature and Holy spells.

But thats just my 2 cp
sorry, the above post should say:

all 4 spell schools for The God of The Hunt?
Yahtzee: When the raptor is retailiated against, it kills the raptor and 1 of the Falconer's shots go down, but otherwise the Falconer is unhurt.

Hellboyz130: No amount of factions are ever enough :)
+1 good
I briefly mentioned about the Ranger’s unique ability, Taming, in the first post, but here I’ve went into it to a bit more detail. If anyone has any suggestions or improvements, then please post them. It’s a bit long winded, but I’ve tried to explain as best I can.

There are several different types of pets, and you have a chance to receive one after a hunt. If you ask for help on that hunt, that chance is halved. Pets stand next to the hero and cannot be attacked, so the only parameters that they have is damage, the ratio of which is determined by type and the height of which is determined by level, and initiative, which is determined just by type.

The most common types of pets are big cats (panther, puma, leopard, etc), wolves (snow, grey, forest, etc), and bears (polar, grizzly, black, etc). Big cats have high initiative and low damage, bears have high damage and low initiative, while wolves are well balanced.

Other types of pets are rare pets, much less common, and they have a special ability. Having a rare pet is considered a prize among Rangers, and examples include but are not limited to: Spiders (high initiative, low damage, with Poisoning), Pythons (very low initiative, high damage, with some sort of trapping ability) and Hogs (well balanced, with Stun). The rarest pet is the Salamander, which is very well balanced, and has a chance to randomly cast the fireball spell on the enemy it attacks.

While the type of pet you get is completely random, the level of that pet is random too, but also influenced by your faction level and the difficulty of the hunt you fought. The higher the level, the more damage pets do, but, for example: a bear at level 4 would still do more damage than a big cat at level 4, or probably even at a big cat at level 5. The probability of the levels compared to the difficulty is shown below.

“Piece of Cake” hunt: 25% chance pet is 2 levels lower than faction level, 50% chance pet is 1 level lower, 25% chance pet is the same level as faction level.
“Low” hunt: 25% chance pet is 1 level below faction level- 50% chance pet is the same as, 25% chance pet is 1 level above faction level.
“Medium” hunt: 25% chance pet is the same level as faction level, 50% chance pet 1 level above, 25% chance pet is 2 levels above faction level.
“Hard” hunt: 25% chance pet is 1 level above faction level, 50% chance pet is 2 levels below, 25% chance pet is 3 levels above faction level.
“Challenging” hunt: 25% chance pet is 2 levels above faction level, 50% chance pet is 3 levels above, 25% chance pet is 4 levels above faction level.

As you can see, the maximum level for a pet is 16, and it would be very unlikely that you would get a rare pet that is a lot of levels above yours. There are no level 0 or minus level pets, so if you are level 1 and you receive a pet 2 levels lower, for example, this pet is still level 1. Pets do not gain experience, so to get stronger ones you have to continue to fight more hunts to find stronger pets.

Taming is made available at level 3 from a castle construction, and you can only keep 3 pets at any one time (although you can only ever use one of them in combat). Pets are non-tradable, and you have to hunt your own if to you want a pet. This will give a bonus for Rangers to be very active in hunts.
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