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|Author||New faction: "Asilyan" *just go with it*|
|Human faction was divided by greed and the worst kind joined together with a wish of making aliance with dark elves. The elves refused but they did give them some of their equipment. As they felt tossed they started making thier new homes in the remote forrests. They have chosen a leader that promissed them a new prosperate kingdom. |
There are not many of them so they relied on stealth. They didnt know how to use magic so they focused on swiftness.
Unique raical ability "comes with a building at CL3"
-before the battle lord can choose what unit tier will be invisible and immune to all magic and range damage. Lasts until they take their first move.
A second unit tier can be chosen at lvl 14. *chosing looks like chosing the favored enemy with elf*
The title that they cover up can be stepped on, and when they get their turn they will be teleported at the nearest random title to that spot.
Lord can move their stack to comanded spot that is next to it.
Avivable talent branches:
7 hp, low damage, low defence, 6 speed, medium initivate, shooter, no melle penalty
(range of unit count is from 20 to 80)
11 hp, low damage, low defence, 6 speed, shooter, no melle penalty, double shot, aimed shot
17 hp low damage, medium defence, 5 speed, low initivate, stun, large creature
(range of unit count is 20 to 70)
21 hp, medium damage, same defence, 7 speed, stun, ignore armor 20%, bloodlust, large creature
17 hp, medium damage, low defnce, 5 speed, shooter, piercing shot, ally blood
(range of unit count is 15 to 40)
20 hp, high damage, medium defence, 5 speed, medium initivative, shooter, piercing shot, carefoul aim, ally blood
*ally blood - whenever they hit an ally with their shot or attack, attacking stack takes damage. 10% of current stack hp is gone per ally stack attacked.
30 hp, high damage, medium defence, 8 speed, high initivative, teleport, strike and return, no retaliation
(unit count 12 to 40)
38 hp, high damage, same defence, 8 speed, high initivative, teleport, strike and return, no retaliation, penetration, ally blood
*penetration - when attacking an unit from distance 4 titles and more, this unit also deals 70% damage to the stack behind it.
50 hp, medium damage, medium defence, 5 speed, medium initivate, shooter, pyrotehnics
(unit count 8 to 19)
60 hp, high damage, same defence, 5 speed, medium initivative, shooter, pyrotehnics, shell brake
*pyrotehnics - when this unit shoots another stack it will leave a bomb on that field that lasts 1 turn. When the bomb explodes it deals 7*N fire elemental damage on a 3x3 area. N is number of units in the stack that threw a bomb.
*Shell brake - when the bomb activates, its shells lower the armor of all the creatures in the area by 3.
90 hp, medium damage, medium armor, 7 speed, high initivate, large creature, intimidation aura
(unit count 6 to 13)
110 hp, high damage, medium armor, 8 speed, high initivative, large creature, intimidation aura, crusade
190 hp, medium damage, medium armor, 8 speed, high initivative, large creature, dragon breath
(unit count 3 to 5)
220 hp, high damage, medium armor, 9 speed, high initivate, large creature, dragon breath, ferocius wound
Imagine first 5 tires like humans, tier 2 is a horserider style, tier 6 like a troll and you have wild dragons for tier 7.
You think up the names and reply would this be a good faction :)
|Damn Leo, i admire the new ideas. But many of the skills and abilities that you explained are already present but with different names. |
Ty for your reply ^_^
Idk that those exactly are present in the game.
|what about the lore? If we're talking about worst of the humans, it probably is better to put them as alt knight class perhaps contrasting with holy knight.. If you are going to use this story of human race, then it doesn't make sense to have trolls and dragons as main units. |
|Yup dragons don't make sense. Something like a yeti will look fine. And trolls look fine. They can be prototype of humans. |
Btw Leo, you have a good amount of creativity inside you ;)
|I dont think trolls are good to have for this class without reworking the story. I like Yeti much more than dragons but we already have neutral yeti from grinch event. |
|If we're talking about worst of the humans, it probably is better to put them as alt knight class perhaps contrasting with holy knight.. |
Ok not human, but it has to be something thats not big. It has to be small and pinch really hard (like a DE)
|Vit, can you share the link to that yeti from grinch event?|
I can't find it.
So far its exclusive to yearly event only, and we haven't hunted it.
But you can see them in this match or any other fight u had from near year event fight against Army of cold-
|nvm, got lucky with the creature link :)|
Seems a bit weak damage wise but as 280 hp is legit so i assume its upgraded form will be tier 7 material.
|Or it can be an option, want to have a jeti or dragon? Your choice :D |
|Elves command the trees and unicorns, could this faction command some of the darker forest creatures such as giant spiders, cave bears or something like that? |
|Then we will have a new class for elves :) |
|How about a new faction that is about cyborgs/engineers?|
Basically a subpopulation of humans who evolved or came from the technological era. We could have a range of tiers and abilities that you would expect of modified humans.
My wish is to have a tier 7 that has a very human look yet is strong enough to stand in the same tier as archangels/behemoths/dragons
I like Asura (the destructor) from Asura wrath:
Well i leave it to you, Leo :)
We could introduce more mechanical creatures in this game. But also then we would shift the game to be played more defensively. That makes the game little borring beacuse I would like to play a game that makes you think harder about your next move.
When playing a game Elf vs Elf, one wrong move can disrupt your whole game. Almost every faction can play tanky, and when you have a duel with 2 tanky players, it becomes a long game that gives you "new oprotunity" if you screw it up...
Lets erase that meta*
Let our shrews, invokers, boars, birds, hellhorses and unicorns charge!
And maybe admins can slow that charge tactic down for mages with new chaos spells that control battlefield so our wizards, demons and dark elves can do more than 2 moves!
|How about a new faction that is about cyborgs/engineers?|
a mix of magical and speed troops
with high initiative and defense but low attack
|We could introduce more mechanical creatures in this game. But also then we would shift the game to be played more defensively.|
I can see why you imagined that my idea would lead to mechanical units. But frankly i envisioned majority of units in the class to basically act like modified living beings (human predominantly or animal), and therefore have structural organic remnants. That way it can't be truly classified as mechanical, and perhaps with partial resistances/immunities associated with fewer units that could achieve a higher degree of mechanization (still semi-mechanical like status on some tiers basically).
A cyborg doesn't have to be slow. In fact i think a mix of very fast and very slow units would be more fitting. That way we can distinguish it from the traditional mechanical units.
|When playing a game Elf vs Elf, one wrong move can disrupt your whole game.|
i would say having less ini makes you lose not wrong move there
|So if the elf with better init makes a wrong move, its not a critical mistake? |