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Thread: H6-factions creating competition | This thread is pages long: 1 2 3 4 5 6 · «PREV / NEXT» |
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted December 11, 2010 12:54 AM |
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Edited by Jabanoss at 03:10, 11 Dec 2010.
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Jabanoss's Idea/Improvement
Let me just start by talking a bit about abilities. Good abilities exists mainly for two reasons, the first is the most obvious one, It is supposed to be fun and exciting to use a unit with a certain ability. The second reason however is about tactic and strategy. In order for a ability to be truly successful it must change the way we use the unit with the ability. There are many examples of good abilities take the hydra for one, it attacks all adjecting units. The player controlling the hydra will therefore try to always attack as many units at once, while the opponent player will have to make sure not to many of his stand to close to each other when there is a hydra on the field. My point is a perfect ability is something that makes BOTH players think about how they should use it or how they should counter it. This is one of many things that add depth and replayability to a game. So when I have made my abilities I have tried to think about this to make my units more interesting, and to try to explain each unit I have added a short concept-text to make it clearer.
I would like you to note that most of my Haven faction is just a complete rip off from the already revealed H6. Reason for this is that I only wanted to refined and experiment with that which already existed. All abilities and unit are of course all subject to balance. Most of the units also have certain roles that I wish them to have, which means stats and abilities are to be adjusted accordingly.(aka beta-testing to get it right )
General idea and feel of the Haven
What the Haven armies lacks in strength or numbers they make it up in discipline, tactic and equipment. These are the fundamental rules that all Haven commanders tries to follow. They know very well that their magic is not as strong as the Wizards of the Silver Cities, or that their units are not as bloodthirsty as the Orcs of East. So instead the they rely on strongest armors and sharpest blades as well as having the most disciplined army Ashan. These are the reasons that the Haven have been and will continue to be one of the most important actors in Ashan history.
Additional note, all unit are melee walkers unless stated otherwise in the Abilities section.
=== Core ====================================
Pikeman - As the backbone of the Haven armies the pikemens stands on the front line to make sure all enemies are greeted with sharp pikes. Together as a force these brave soldiers are more then capable of bring down the most terrifying and fierce creatures.
Abilities:
*Long pikes - these unit will always cause more damage towards bigger units.
Defender - As the upgrade of the pikeman, the defender is equipped with a huge tower shield and an even longer pike.
Abilities:
*Long pikes
*Shield Bearers - Enemy units that attacks always have their attack point lowered by 75% when attacking the defender.
Concept: The overall idea with the pikeman/defender is that despite being just a core unit it meant to be used as a counter to higher tier unit like elites and champions. The Shield bearer ability will contribute to this as it lower the attack mostly for already strong units since it is based on percentage.
Crossbowmen - Next in line on battlefields is the crossbowmen. As the primary ranged unit in the armies they are equipped with fine crossbows and bolts, sharp enough to pierce through the thickests of armors.
Abilities:
*Ranged
*Sharp Bolts - All ranged attacks from this unit ignores 50% of the targets defense.
Arbalester - Skilled and experienced crossbowmen are known as Arbalester. They are better equipped then an ordinary crossbowmen and through their experience they know exactly where to hit.
Abilities:
*Ranged
*Piercing Bolts - All ranged attacks from this unit ignores 100% of the targets defense.
Concept: the idea with the crossbowmen is similar to the pikemen, as it is also supposed to be a soft counter to higher tier units in a minor sense. Since it has its sharp/piercing bolts it can make almost the same amount of damage to an high-armored unit as well as an low-armored unit.
Monk - Guardians of light and all that is holy. The monks are entrusted with protecting the troops from dark magic as well as making sure that the hand of Elrath supports the Haven legion. The monk is also not afraid to engage in melee combat.
Abilities:
*Ranged
*Caster - Bless, Stone Skin (H3 names)
*No melee penalty
Zealot - Monks that have proven to be extremely commited for the Haven cause are known as zealots. They have learned the secrets of dark magic, and with this knowledge they weaken the spells of the enemy.
Abilities:
*Ranged
*Caster - Bless, Stone Skin (H3 names)
*No melee penalty
*Protector of light - Whenever a dark magic spell is cast on one of your units, the monk casts a counter spell which lower the spellpower of the dark spell.
Concept: The monk is supposed to work as a kind of anti-mage unit, not much though but a little to weaken enemy dark spells. This will hopefully force a magic-hero with dark magic to act at least a little different. The monk is a little weaker then other units since is has so many abilities for being a core unit.
=== Elite ===================================
Vessel of Light(radiant glory) - Through out the world of Ashan there are elementals of all kinds including light. Those of the light elementals that still are loyal to Elrath are known as Vessels of light. They have been sent by Elrath to aid the Haven armies in the coming darkness.
Abilities:
*Flyer
*Blessing of Elrath - Instead of retaliating, this unit cast resurrection on itself when attacked.
*Being of light - all light magic cast upon this unit have its effect greatly increased.
Vessel of Glory - The finest amongst the Vessels are the Vessels of glory. They are made of the purest of light and are forged by glory and empathy. This allows them to work like a symbiont becoming one with human troops.
Abilities:
*Flyer
*Blessing of Elrath
*Presence of light - all light magic cast upon this unit AND ALL ADJECTING TO IT have its effect greatly increased.
Concept: The interesting thing about this unit is that it is hard to kill because it doesn't retaliate like ordinary units do thanks to its Blessing of Elrath ability. This however makes it completely harmless to attack a Vessel, but the opponent must somewhat plan when and with what to attack the Vessel. When it has been upgraded to the Vessel of glory it also gain the ability support other units simply with good placement. Being of light combined with the Blessing of Elrath allows the Vessel one of the most importat unit in the Haven arsenal, especially for a light magic-hero as all the light spell buffs it recives are greatly improved and that it hardly dies.
Griffin – The most noble of all creatures in Ashan, the griffins are loyal servants of the Haven commanders. The griffins allows the Haven to maintain a control of the skies from which they strike down upon the ground units with a great force.
Abilities:
*Flyer
*Battle Dive – The Griffins flies onto the sky where it will remain till the end of the turn. When the end of the turn comes the griffin can choose a target to immediately attack. The attack do much more damage then an ordinary attack and can attack any unit on the battlefield. When the Griffin is in the air it can NOT be attacked by melee attacks.
Royal Griffin – Those griffins old enough to survive the gritty wars of Ashan possess a indisputable loyalty to their masters. They are battle-hardened veterans of combat much more skilled then other griffins.
Abilities:
*Flyer
*Battle Dive
Concept: The griffins are supposed to work pretty much like they did in H5 with high speed and damage. However they have 2 big differences, they DON'T have unlimited retaliation and their (new) battle dive works very differently. They don't have unlimited retaliation because I feel will fit some other unit better. This new Battle Dive is kinda special, you could say it works as a charge-up attack with the griffin hanging in the air. While in the air it can only be attacked by spells and ranged attacks. When the griffin choose to fly to the air, it will only attack at the end of the turn(think H3 system). This might give the opponent time to act differently as he will then see the griffin as a higher priority target, because of its high damage attack.
Knight – The finest warriors in the Haven ranks are the knights. Riding into battle mounted on powerful horses they are perfect at breaking enemy lines. Heavily armed and equipped with the strongest weapons in the kingdom means that almost nothing can stand in the way of an army of charging knights.
Abilities:
*Knight Charge – The more tiles this unit has to travel to reach its target the more damage it does.
Champion – Noble knights are known as Champions. Being schooled in the way of war from childhood, the Champions are the most capable of all the human troops and their charge is so powerful that is almost prevents the enemy units from returning the attack.
Abilities:
*Champion Charge – The more tiles this unit has to travel to reach its target the more damage it does and the less damage it takes from the targets retaliation strike.
Concept: The knight and champion works as the Havens shock troopers, they have high speed with which they will use to get the first strike on enemy. To best way to use the knight is obviously to have it attack from a long distance, this will force the opponent to try to make the knight unable to move or attack in the way that it wants.
=== Champion ================================
Angel – Agents and servants of Elrath, the angels arise in Havens darkest hours to aid them against the forces of darkness. The angels are armed with long sword so holy that no mortal creature could ever wield them. The also carry some of Elraths powers, making them able to bless other troops with magnificent strength.
Abilities:
*Flyer
*Eternal Blessing – Once per battle the angel can target a friendly unit to bestow it with a huge amount of extra attack, defense and speed. This buff cannot be removed at all for the rest of the battle.
Arch Angel – The most divine of Elraths Angels are the Arch Angels. They possess a strength unmatched by any other angel and they have a deeper understanding of the entire world. They even know some of Elraths most secret powers, the ability to give life.
Abilities:
*Flyer
*Eternal Blessing
*Resurrection – Can raise fallen allies to life allowing them to live on for the glory of the Haven. This OR the Eternal Blessing can only be cast once per battle.
Concept: The concept of the angel is very simple as it mostly the same as it has always been. The Angel has always been high priority target by the enemy as they don't want the angel to use resurrection, however with the addition of the Eternal Blessing ability the owner of the angels can now cast the Eternal Blessing instead of resurrection. This is also useful for battle where you might not need resurrection anyway, it can also be used before you get Arch Angels.
This is my little idea, would love some feedback especially about the certain concepts and roles that I have for the units and how that can be improved. Some are a lot better then the others I know, but had to finish it...
Now i'm going to read the other ideas that people have done and give them feedback so that I may demand that they read mine hahaha
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"You turn me on Jaba"
- Meroe
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MattII
Legendary Hero
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posted December 11, 2010 02:50 AM |
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Okay, my stuff's going to stall for a couple of weeks, one of our fences just fell over (hadn't realised the posts were that rotten) and needs replacing, which is going to take a fair while.
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted December 11, 2010 02:53 AM |
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Edited by Jabanoss at 03:16, 11 Dec 2010.
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Does that mean I don't have to comment it?
And Nightterror don't need to comment yours either?
(I'm tired but I have promised to comment the posted ideas so I take any change I get not to)
Edit:
MattII This is what I wrote, before you "stopped" me
- Spearmen > Skirmisher
like its concept very much, a simple unit with simple abilities. (don't a "minutemen"-type of unit in Haven, but that is just personal opinion.)
- Watch Dog > War Dog
yes Haven needs Mabari dogs(dragon age). cool idea, fitting lore and abilities. less humans is also good (no I'm not a hypocrite)
Edit2: nevermind I'll post it all tomorrow or on sunday
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"You turn me on Jaba"
- Meroe
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MattII
Legendary Hero
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posted December 11, 2010 02:59 AM |
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Only if you want to. Besides, I'm not really sure about my proposal anyway, I wanted something 'Roman', but with the angel and that I'm not sure it actually works out that well.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted December 11, 2010 08:51 AM |
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Quote: But someone like me can't spell like zenofex so this is an impossible competition for me, and he even get a red star already, that kinda gives away the outcome straight away anywayz.
Just to make a few things clear, Zenofex didn't get the quality bonus because of his spelling skills, but because it contained not just one but a handful of the most original ideas I have seen posted here in quite a while. And I'm not the one who's judging the competition anyway, so I have no say on the outcome.
You're far from the worst speller that we've seen here, and many people have earned many quality points in spite of not being native english speakers.
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What will happen now?
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MattII
Legendary Hero
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posted December 11, 2010 09:09 AM |
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Edited by MattII at 09:13, 11 Dec 2010.
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Quote: But someone like me can't spell like zenofex so this is an impossible competition for me, and he even get a red star already, that kinda gives away the outcome straight away anywayz.
Try a bit harder then, because Xenofex is from Bulgaria. In fact, reading up, I'm the only one on the page who has English as a first language (except maybe Admira, his profile doesn't state his location), War-Overlord's Dutch, Zenofex I've already mentioned, Alcibiades is Danish and Jabanoss is Swedish. Oh and BTW I'm still at flat 0 QPs, despite having been on over 2 1/2 years, so your not getting any in your first month hardly means people don't like your ideas.
Quote: I know i'm being a dramaqueen and perfectionistic here, but thats my nature, I can't stand losing because my spelling is so bad, the ideas in my head are plenty, but I can't put them on paper because the language barrier, french people are rather vain, they don't care for english they want their language to rule, too bad for me who likes english more than french... but they don't really give much thought about english here... and my study doesn't really need it.
Your doing better in English than I'd do in French, it wasn't taught at my school, and the only aides I have on me are an antique English-French dictionary and whatever internet translators I can get my hands on, and those aren't much better than translating word-for-word, just faster.
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ElonAlice_Kim
Tavern Dweller
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posted December 11, 2010 05:18 PM |
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Aqua And Forest Town
Aqua
Core
Penguin / Volant Penguin
Turtle / Turtle Knight
Lizard / Lizard Warrior
Elite
Mermaid / Mermaid Soldier
Naga / Naga Qeen
Host Sea / Host Waves
Campion
Hydra / Abyss Hydra
Hero : Poseidon / Professor
Town : Heretic
Forest
Core
Fairy / Fairy Qeen
Sunflower / Rising Sunflower
Bee / Wasp
Elite
Trent / Life Trent
Mantis / Monach Mantis
Grasshopper / Hallucination Grasshopper
Campion
Stag beetle / Big Stag beetle
Hero : Nature Master / Druid
Town : Seleaf
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted December 11, 2010 08:44 PM |
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Edited by Zenofex at 20:48, 11 Dec 2010.
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Nightterror, I suppose I should be flattered but the fact is that my English is far from perfect. I reviewed the descriptions of randomly chosen creatures from my list and I found plenty of grammar and typing mistakes. I may correct a few things later when I have more time, but at this stage for the native speakers my expression leaves much to be desired. And besides, this is not an English exam. I am not very satisfied with some of the creatures, I can describe them much better in my own language (especially the already over-described Hybrid), but that's not the point. The topic is about giving ideas for one particular faction or at least this is how I understand it. The ideas are not so language-dependent.
Quote: Some of the Black Saint abilities seem imbalanced. Same for the Areal Attack - it does too much damage. And I have difficulty seeing how the engineer will work in reality - if you have a large stack of this unit (say, 40), and you use the Deploy Ballista action, will you need to ave 10 separate Ballistas on the battlefield, or do I misunderstand you? Because that will be a mess logistically. Of course, if you simply get a stack with 10 Ballistas, it could work.
Most of the percentages/points/digits in general are more or less arbitrary and can be changed at any time. There are a few things which look imbalanced indeed, I may change some of them later (not the abilities themselves, but their effectiveness).
The idea behind the Exorcist/Black Saint is to make a support unit which can not match the brute force of a typical fighter from the same tier and will lose decisively against something like the Griffin Rider (even with the Pain Mirror ability), but has nasty skills which compensate for the physical weaknesses. In short - a valuable, dangerous for the opponent but rather frail combatant who has to be protected by other troops to be efficient enough (he can fight, but is neither very good damage-dealer, nor very good damage-taker). Also he's something like a passive caster who relies on the opponent to give him "casting material" and should not be expected to perform very well against Might armies. That's why I gave him the Pain Mirror actually - to keep him useful not only against magicians.
About the engineer's abilities - yes, they place a stack of the respective war machine on the battlefield somewhere within their (quite limited) movement range and actually become "part" of this stack (they are operating the device and so on). The difference between this stack and the normal ones would be that the opponent can choose whether to target the engineers or the war machines, no matter that they are both part of technically the same stack once some type of war machine is deployed; and also that the war machines receive no bonuses/negatives from buffing/debuffing spells and abilities. So in essence you have 40 engineers and 10 Ballistas presented as one combined large unit (occupying 2x2 squares on the battle arena just like any other large creature).
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted December 11, 2010 11:09 PM |
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Quote: About the engineer's abilities - yes, they place a stack of the respective war machine on the battlefield somewhere within their (quite limited) movement range and actually become "part" of this stack (they are operating the device and so on). The difference between this stack and the normal ones would be that the opponent can choose whether to target the engineers or the war machines, no matter that they are both part of technically the same stack once some type of war machine is deployed; and also that the war machines receive no bonuses/negatives from buffing/debuffing spells and abilities. So in essence you have 40 engineers and 10 Ballistas presented as one combined large unit (occupying 2x2 squares on the battle arena just like any other large creature).
That's very intriguing, you actually solved the riddle of how to make the "new" Haven unit a War Machine without making it a War Machine.
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What will happen now?
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invictus7
Adventuring Hero
Lurking About...
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posted December 12, 2010 02:21 AM |
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My Proposal for Haven Creatures
Explanation of Abilities can be found in the Legend below.
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LEGEND
In Alphabetical Order here are the explanations of abilities.
Always Retaliates--Always retaliates except against creatures with "No Enemy Retaliation."
Blessed--Sometimes this creature will come into battle with the bless spell cast on it.
Caster--Can Cast Spells.
Distract--Can sometimes cause the target to miss its turn.
Double Strike--Strikes Twice.
Fearful--Will sometimes miss a turn.
Flying--Ignores obstacles.
Hiding--Deals additional damage when attacking after hiding.(Ambush)
Inspirational--Raises Morale.
Loyal-- Immune to mind spells; stays with Hero after retreating.
Mountable--This creature is mounbtable by SOME creatures at the cost of one turn.
No Enemy Retaliation--Enemy cannot retaliate.
No melee penalty--Ranged creatures will deal equivalent damage hand-to-hand.
Resurrector--Creature may ressurect allied creature to half of its original number.
Savvy/Logical--Unaffected by poor morale/luck
Trample--Applies to mounted troops.<Sometimes> When dealing melee damage, after initial attack, the mount will trample the enemy dealing half the damge of the initial attack.
Wild--Sometimes, the creature will only deal half damage because as it is wild, it cannot, sometimes, focus all its energy.
=====================================================================
Category Tree
Category
Sub-category
=====================================================================
CORE
1.SKIRMISHER
BIOGRAPHY: Skirmishers are weak and annoying troops. Armed with spears, they harry and distract the enemy. Recruited from peasants, they are numerous and cheap.
PROPERTIES:
Strengths and Weaknesses/+ and -
Low attack. Low defence. Ranged. Weak hand-to-hand. High speed. Very Cheap. High Growth.
Abilities:
Hiding; Distract; No enemy retaliation; Double Strike; Fearful
1.Upg. SPEARMAN
BIOGRAPHY: Spearman are former skirmishers and have received advanced training. They are battle hardened, as they have survived their time as a Skirmisher, which is no mean feat. Quite different from their predecessors, they have armour, and fight hand-to-hand.
PROPERTIES:
Strengths and Weaknesses/+ and -
Medium Attack. Medium-High Defence. High health. Average Pricing. High Growth. Average Speed.
Abilities:
Savvy/Logical; Double Strike.
2. ARCHER
BIOGRAPHY: Archers are hardy troops with a keen eye. Highly specialised and trained they can make for dangerous troops. Potential Archers must pass the 'Falcon Test' to become an Archer. Archers are respected and taken very seriously throughout the Empire.
PROPERTIES:
Strengths and Weaknesses/+ and -
Ranged. High Defence. High Attack. Expensive. Average Growth.
Abilities:
Savvy/Logical.
2.Upg. MOUNTED BOWMAN
BIOGRAPHY: Mounted Bowmen are the elite of the Archers and are carefully selected. They are highly trained and smart. They are not as heavily armoured as the archers, in order for them to be quicker on horseback. Armed also with a short sword makes them equally apt for hand-to-hand fighting
PROPERTIES:
Strengths and Weaknesses/+ and -
Ranged. Speedy. High Attack. Expensive. Mounted. Low Growth
Abilities:
Savvy/Logical; Trample; No melee penalty.
3. LIGHT BEING
BIOGRAPHY: Light Beings are drops of blood of Elrath. They exercise his will on Ashan. Having them on the battlefield inspires the troops to do great things. They are not loyal to the Empire directly, but to Elrath. They are not recruited, but sacrifices of gold and rescources are used to please Elrath; so that he would send down more Light Beings.
PROPERTIES:
Strengths and Weaknesses/+ and -
Fast. Average Cost, Attack, Defence, and Growth.
Abilities:
Flying; Inspirational.
3.Upg. DESCENDANT
BIOGRAPHY: Descendants are servants of Elrath and take the form of a beautiful, glowing woman. Armed with Light Magic, they have no visible weapons. Their beauty will sometimes enchant the enemy and distract them from their task. Having them on the battlefield is inspirational as it is a sign of the favour of Elrath.
PROPERTIES:
Strengths and Weaknesses/+ and -
Fast. Ranged. Light Spells cost less. Medium-High Cost. Medium Growth.
Abilities:
Distract; Inspirational; Caster.
ELITE
4. AGENT
BIOGRAPHY:Agents are one of the Empire's better kept secrets. They act as secret police, eliminating what they call "unnecessary influence." They were established by the Emperor in order to eradicate all rebelious thoughts and statements. Their loyalty is unrivaled and are selected after being watched for some time. Their loyalty stretches so much, that they would not hesitate in killing their brothers, sisters, mothers and fathers. One might say, now knowing of the Secret Police, that the Empire's inhabitants happiness and loyalty are all illusions. Agents are trained in many forms of weaponry and martial skills. Able to kill or incapacitate in seconds, makes Agents dangerous and therefore a wise choice on the battlefield.
PROPERTIES:
Strengths and Weaknesses/+ and -
Expensive. High Attack. Speedy. Low Defence. Low Growth.
Abilities:
Always Retaliates; Savvy/Logical.
4.Upg. ASSASAIN
BIOGRAPHY:Assasains are the specialised Agents. Their prime purpose is to kill although having been former Agents they have also retained those skills.(^^) If an Assasain is given a mission, he will perform it or die. To date, not one Assasain has died while on a mission.
PROPERTIES:
Strengths and Weaknesses/+ and -
Expensive. Fast. Low Growth. High Attack and Defence.
Abilities:
Hiding; Always Retaliates; Loyal.
5. GRYPHON
BIOGRAPHY: The king of beasts and birds, in one single, immense, creature. The origins of the Gryphon is unknown, however, it is suspected that it was one of the many experiments of the Wizards. Gryphons are typically wild, and the only beings on Ashan that could tame them was the Angels. Rare and dangerous, the Gryphon is invaluable to have on the battlefield of the Falcon Empire.
PROPERTIES:
Strengths and Weaknesses/+ and -
Average Cost. Average Growth. Very Fast. High Attack. Low Defence.
Abilities:
Flying; Wild.
5.Upg. IMPERIAL GRYPHON
BIOGRAPHY: The Imperial Gryphon has been tamed and wears additional armour. Imperial Gryphons have been trained to be mounted. Assasains, Spearmen, Angels, and Knights are able to mount the Imperial Gryphon during battle. The Gryphons have been trained extensively how to bear a rider. The rider gives extra guidance to the Gryphon and concentrates its movements and actions. The result is one truly dangerous creature, combining all the intelligence of the rider and all the power of the Gryphon. The genius of the generals, who thought up this idea, is that the Gryphon can be mounted during battle. Even without a rider, these Gryphons are powerful creatures. When mounted the Gryphon gains the abilities of the rider and vice versa (within reason)
PROPERTIES:
Strengths an Weaknesses/+ and -
Expensive. Speed: alters if rider or not; generally fast. Attack and Defence alter like speed; generally high.
Abilities:
Flying; Trample; Mountable.
6. KNIGHT
BIOGRAPHY: Knights of the Falcon Empire, as they are formally known, present themselves for selection at a certain date during the year. There are numerous criteria to even put yourself up for selection. These include: minimum army service of 8 years; have no criminal record, and several others. If these criteria are met then men may put themselves up for selection. Then they are put through a intensive and rigorous training regime, or as the senior knights like to call it: "the filter". Only the finest men, that have exceled in every area, may train to become a knight. Training is long and hard and not all men make it through. Knights form the back line of an army and are only usually used in times of great need. They also serve as bodyguards of the Emperor and other nobles. Many heroes of the Empire were former knights.
PROPERTIES:
Strengths and Weaknesses/+ and -
Expensive. Low Growth. Slow. Very High Attack and Defence.
Abilities:
Inspirational; Loyal.
6.Upg. CHAMPION
BIOGRAPHY: Champions are distinguished Knights who have been promoted for valour in combat by Elrath himself. As a result, they receive, among other things, additional armour and a blessing from the Angels. Champions border on divinity and are a sort of demi-god.
PROPERTIES:
Strengths and Weaknesses/+ and -
Expensive. Faster than Knight. Low Growth. Extremely high Attack and Defence.
Abilities:
Loyal; Inspirational; Savvy/Logical; Blessed.
CHAMPION
7. ANGEL
BIOGRAPHY: Angels are the messengers of Elrath come down from his dwelling to exercise his will on Ashan. They are taller than the Gryphons and more beautiful than the Descendants. Intimidating and strong-willed, they perform only the will of Elrath and do not take orders from anyone else but the Archangels. Immensley powerful, they are dangerous to anyone who stands between their goal.
Strengths and Weaknesses/+ and -
Expensive. Medium Growth. Very Fast. Higher Defence than Attack.
Abilities:
Flying; Inspirational.
7.Upg. ARCHANGEL
BIOGRAPHY: Archangels are the most faithful servants of Elrath and are literally the embodiment of his will. So strong is the connection, is that they are between two worlds. Ashan and the spirit world. When living things die their souls are beleived to travel to the spirit world. Archangels possess the ability to stop the souls travelling, and as such, are able to "resurrect" beings. They are only able to, however, stop part of the soul, a resurrected being is only half its original self. Such a process is painful and only performed in dire situations.
PROPERTIES:
Strengths and Weaknesses/+ and -
Expensive. Low-Average Growth. Fast. High Attack and Defence. Very high health.
Abilities:
Flying; Inspirational; Blessed;
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Question Convention
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted December 12, 2010 03:53 AM |
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Edited by Jabanoss at 03:56, 12 Dec 2010.
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@bixie
Overall I like your line-up very much, its that kind of simple Haven line-up one would want anyway. I also like the names of the units, except the winow-maker(reminds me of a submarine) and the Galants.
However you could have mentioned more about abilities.
I also really like your Inquisitor -> Blessed Inquisitor
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@admira
Sentinel-Preatorian, simple and fine but do the Praetorian really need 3 passives that have the same idea anyway, just keep one and give them more hit points instead.
Crossbowman-Marksman, lol very similar to mine but one question, what classify an armored unit?
Priestess-High Priestess, you don't think it would be to OP for the high priestess to have the resurrect ability? maybe replace it with mass bless and then the priestess doesn't have it. Nice with regeneration.
Sun Rider-Sun Crusader,Blinding Speed - not really a fan of the "sacrifice a turn"-abilities and I don't know if it will be worth it.
Archon-Hierophant, sounds kinda boring, it is just a "tag along unit". Cool in some way I guess but it doesn't fit an old man
Holy Swordian-Divine Swordian, stupid name ,otherwise really cool lore. Love Radiant Spirit , don't like random-based like Sword Expert.
More feedback will come in time for you other people
but now it's off to bed
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"You turn me on Jaba"
- Meroe
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Ebonite
Adventuring Hero
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posted December 12, 2010 09:28 AM |
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Zenofex awesome job, well deserved QP
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There are three kinds of death in this world. There's heart death, there's brain death, and there's being off the network.
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted December 12, 2010 09:39 AM |
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CORE
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1.Scoutman
The basic inafntry of the Griffin Empire,they're cheap and fast,perfectly for scouting battlefields and go on ships to discover distant lands.Scouts are very effective on battle grounds,as they can run fast over the battlfield and can see important facts for the tacticians.Scouts have light leather armor and use a dagger,they aren't powerful,but very fast and can reach the enemies territory in short time.
Stats and abilities:Scouts have low attack and defence,but high speed.They have abiltiies:Loyal-like any other soldier in the empire's army,they are loyal to the crown ,so are immune to mind spellsScouting-reveals number of 3 creautres stacks and show how many resources have a pile,Pathfinding-reduces movement penalties by 25%
Upg.Spy
Spies are trained to move indectabile everywhere,in enemies castles and on battlefields.Spies are very important in Griffin Empire,as they can provide essential informations,about enemies tactis,plans and armies.Spies are like shadowns and have a so great mastery in hiding and silent moving,enough they can be discovered only by other spies.They can adapte in any enviroment,desert,plains,forests,in all they can move indectabile.They have improved light armor and also a leather hood,they attack with 2 daggers,that makes they more stronger.
Stats and abilities:Spies have more attack and speed than scoutmen.Spies have abilities:,Loyal-like any other soldier in the empire's army,they are loyal to the crown ,so are immune to mind spellsPathfinding-reduces movement penalties by 25%,Spying-revals all stacks of an enemy hero,garnisson or a neutral stack,also more informations about every map object
2.Longbowman
Longbow is the most powerful type of bow,its accurate shoot is legendary,so longbow is one of the favourite distance weapon in Griffin Empire.Longbowmen are well-trained archers to use longbows.They can kill an enemy located at one mile away,and a horde of these archers can shoot a deadly cloud of arrows to slaughter the enemy army.Longbowmen have a skull cap and a chainmail.
Stats and abilities:Longbowman high attack,but low defence and speed.They have abilities:,Loyal-like any other soldier in the empire's army,they are loyal to the crown ,so are immune to mind spells,Ranged-can hit an enemy from distance,Accurate Shoot-don't suffer distance penalty
Upg.Arbalest
The only ranged weapon more powerful than longbow is an heavy crossbow.Even if it's harder to shoot and reload,they are more deadly,than longbow.Arbalest need a hard training to can shoot fast,even if "fast" means 1 shoot/minute,instead of 12 shoots/minute of the longbow,because of this fact,empire's army has both arbalests and longbowmen.Arbalests are better armored than longbowmen,they have a full helm and a breastplate.
Stats and abilities:Arbalests have more attack than longbowmen ,also defence is increased,but arbalest are slower.They have abilities:,Loyal-like any other soldier in the empire's army,they are loyal to the crown ,so are immune to mind spells,Ranged-can hit an enemy from distance,Precise Shoot-don't suffer distance penalty and have 20% to kill the top creature in the stack
3.Falancer
Falancers are the counter-cavalry units of the empire.They attack grouped,with the long spears in front,they simply run along the battlefield and kill any enemy which is in their way.Falancers role as counter-cavalry is very important in empire's armies,their long spears can crush the horses stomach and throw the rider from the mount.Falancers have a chainmail,an iron helm and a long falance.
Stats and abilities:Falancers have a good attack and decent defense,they have the abiltiies:Loyal-like any other soldier in the empire's army,they are loyal to the crown ,so are immune to mind spells,Long attack-can attack an enemy from two square distance,Counter-Cavalry-deal 150% agaisnt mounted units
Upg.Pikeman
Pikemen are veteran falancers,which reached experience through military campaings,know as empire's elite counter-cavalry,pikeman are excellent agaisnt riders.Their pikes are more powerful,resistent and longer.They can reach the rider's neck from the horse's stomach.The pikemen strategy is the same as falancers' one,run with the pikes in their front.Pikemen are better armored,they have a berastplatea and a full helm.
Stats and abilities: Pikemen have more attack than falancres and a little more defence,they have the abiltiies:Loyal-like any other soldier in the empire's army,they are loyal to the crown ,so are immune to mind spells,Long attack-can attack an enemy from two square distance,Counter-Cavalry-deal 150% agaisnt mounted units
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ELITE
1.Macemaster
Mace is one of the symbol weapon of the empire,having a heavy spiked metal ball in the top,maces can crush even the body protected by armor.Macemaster are veteran warriors,which use a heavy mace and a tower shield,they had a hard training in mace mastery,to can hold even the largest weapons.Their role in empire's army is very important,as macemaster are anti-armor troops,the heavy hits of their mace can crush bones of the enemies troops and cane easy hit even if the enemy is armored.Macemasters have a full armor,which slowdown them,but are more protected.
Stats and abilities:Macenasters have high attack and defence,but are very slow,they have the abiltiies:Loyal-like any other soldier in the empire's army,they are loyal to the crown ,so are immune to mind spells,Tower Shield-have 20% chances to block 50% from the enemeies damage,Bone crusher-have 30% chance to reduce attacked stack defence with 40% and to lose 5% hp/turn,both for 4 turns
Upg.Templar
Templars are monk warriors,which dedicated their lives to the Holy Order.They are very religious and virtous,but also good fighters.Templars use "morning star" maces,which have a chain and are more flexibile than a normal mace.They can rotate de mace and dealing heavy damage to all enemies around.Templars are also the protectors of the weak ones and the gurdians of religion.They have a black armor with a white cape.
Stats and abilities:Templars have higher attack and defence than macemasters,but are as slow as they,Templars have the abiltiies:Loyal-like any other soldier in the empire's army,they are loyal to the crown ,so are immune to mind spells,Tower Shield-have 20% chances to block 50% from the enemeies damage,Bone crusher-have 30% chance to reduce attacked stack defence with 40% and to lose 5% hp/turn,both for 4 turns,Holy Damage-deal 150% damage aginst demonic creatures
2.Bishop
A bishop is an ordained or consecrated member of the clergy who is entrusted with a position of authority and oversight.Bishops are also high memebers of the Holy Order.They are in front of the armies to raise their morale and bring the real religion over conquered kingdoms.They are dressed in a long red robe,wear a mitre and have also a sceptre with a cross in the top.Bishops also bless the warriors before battles.
Stats and abilities:Bishops have low defence,speed and decent attack.They have the abiltiies:Loyal-like any other soldier in the empire's army,they are loyal to the crown ,so are immune to mind spells,Ranged-can shoot an enemy from distance,Holy Damage-deal 150% damage agaisnt demonic creatures,Caster-Holy Force(renamed divine sternght),Saint Call(+4 attack and defence for 3 turns),Healing
Upg.Cardinal
A cardinal is a senior ecclesiastical official,powerful bishop, of the Holy Order. They are collectively known as the College of Cardinals, which as a body elects a new pope. The duties of the cardinals include attending the meetings of the College and making themselves available individually or collectively to the pope if he requests their counsel. Most cardinals have additional duties, such as leading a diocese or archdiocese.Cardinals have a crimson robe,a golden mitre and a sceptre with a large cross in its top.
Stats and abilities:Cardinals have more attack and knowledge(mana) than bishops.They have the abiltiies:Loyal-like any other soldier in the empire's army,they are loyal to the crown ,so are immune to mind spells,Ranged-can shoot an enemy from distance,Holy Damage-deal 150% damage agaisnt demonic creatures,Caster-Holy Force(renamed divine sternght),Saint Call(+4 attack and defence for 3 turns),Healing,Highest Bless(+5 attack,200% damage agaisnt demons for 2 turns)
3.Knight
Knights are the heavy cavalry of the empire.They are member of the nobility and they completed a 21 years training.Knights devasting the enemies army with fast attack and they kill any enemy with is in their way.Empire's war horses are known in all Ashan,they can kill a human only with a leg hit,war horses are massive,can reach 1-2tons.Knights have full armor and use a long sword,their horses are armored with a chainmail.
Stats and abilities:Knights have a high attack,defence and speed.They have the abiltiies:Loyal-like any other soldier in the empire's army,they are loyal to the crown ,so are immune to mind spells,Mounted-have a 5% damage bonus/square travaled,Armored-take only 50% from damage
Upg.Paladin
Paladins are the strongest cavalry of the empire.They are members of the Holy Order.Paladins are very important on the battlefield,as they and their horses are heavy armored,a good ally and a merciless enemy.As memebers of the Holy Order,they are dedicated to religion and will kill for it if it's necessary.Paladins are shock troops,they travers fast the battlefield and hit with their giant sword any enemy.Paladins have a full ornated armor,a giant stell sword and their horses are armored with a full plate armor.
Stats and abilities: Paladins have more attack,defence and a little more hp than knights:Loyal-like any other soldier in the empire's army,they are loyal to the crown ,so are immune to mind spells,Mounted-have a 5% damage bonus/square travaled,Armored-take only 50% from damageHoly Damage-deal 150% damage agisnt demonic creatures
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CHAMPION
1.Trebuchet
A trebuchet is a siege engine that was employed in the empire.A trebuchet is a type of catapult that works by using the energy of a raised counterweight to throw the projectile. Initially, the sling, which has a pouch containing the projectile, is placed in a trough below the axle, which supports the beam. Upon releasing the trigger, the sling and the beam swing around toward the vertical position, where one end of the sling releases, opening the pouch and propelling the projectile towards the target. The efficiency of the transfer of the stored energy of the counterweight to the projectile can be quite high, even without, for example, restraining the path of the counterweight.The trebuchet is often confused with the earlier torsion siege engines. The main difference is that a torsion siege engine (examples of which include the onager and ballista) uses a twisted rope or twine to provide power, whereas a trebuchet uses a counterweight, usually much closer to the fulcrum than the payload for mechanical advantage, though this is not necessary. A trebuchet also has a sling holding the projectile , and a means for releasing it at the right moment for maximum range. Both trebuchets and torsion siege engines are classified under the generic term "catapult", which includes any non-handheld mechanical device designed to hurl an object.
Stats and abilities:Trebuchets have very high attack,but low defence.They have abilities:Ranged-can shoot an enemy from distance,Immobile-can't move,Mechanical-immune to mind spells,morale and poison,Large attack area-deal damage to all creature on a rage of 4X4 squares
Upg.Floating-arm trebuchet
A floating-arm trebuchet is a more efficient variant of trebuchet. Rather than having an axle fixed to the frame, it is mounted on wheels that roll on a track parallel to the ground, and the counterweight is constrained to fall in a direct path downwards upon the release. This increases the proportion of energy transferred to the projectile.This is more sophisticated than the medieval weapon, but previous designs accomplished a similar effect by placing the whole trebuchet on wheels.
Stats and abilities:Floating-arm Trebuchets have more attack than trebuchets and a little more hp.They have abilities:Ranged-can shoot an enemy from distance,Mechanical-immune to mind spells,morale and poison,Large attack area-deal damage to all creature on a rage of 4X4 squares,Inferno Launcher-the traget area of the floating-arm trebuchet's attack,is on fire for 3 turns,every units which walk in fire area is damaged with 20% from the floating-arm trebuchet's initial attack.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted December 12, 2010 10:55 AM |
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@Jabanoss: thanks for the feedback.
for some reason, Editing posts has been made unavailable to me. on both programs I have (google chrome and internet explorer) I've logged in, and only on google chrome can I edit my posts, and only on google chrome does it not let me post anything...
as for abilities,
the crossbowmen have scatter shot and the widow-makers have double shot, (see h5 for details)
the defenders have large shield, and the sentinels have steadfast (they can get a massive increase in defence whilst not moving forward or back)
Galants have rivalry (they gain moral if there is another unit of galants on the field) and the crusaders loose that in favour of valour (they gain moral when there are angels on the field) and blessed weapons (does 25% more damage to undead and demonic enemies)
Griffon errants are large flying creatures, and griffon knights have strike and return.
Cavaliers are large creatures with jousting (gain an attack boast if moving and then fighting), whilst paladins have blessed weapons (see above) and lay hands (heal a stack of all debuffs)
Inquistors have spellcaster (Probably purge and heal), whilst blessed inquistors can also summon cherubs into battle.
Angels are large flying creatures with Inspire (haven units gain a boost to moral when an angel is on the battlefield) and can ressurect allies. Archangels can absolve enemies (basically turning them over to your side) as well.
@Zenofex, good job, man, really really great line-up, deserving of the QP you have.
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Love, Laugh, Learn, Live.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted December 12, 2010 11:32 AM |
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Edited by Jiriki9 at 11:33, 12 Dec 2010.
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So great, how much has beeen posted here!!!
Is everyone fine whith the deadline? That would mean, you can still edit your proposals today, but that's it.
Also, I don't know how quick I can participate and motivate the voting then...I just moved into a new room and I still have no internet there...
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted December 12, 2010 11:41 AM |
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Jiriki, does the proposal count as one post, or does the ammendum I've just posted separately count too?
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Love, Laugh, Learn, Live.
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted December 12, 2010 01:25 PM |
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Edited by Jabanoss at 13:28, 12 Dec 2010.
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@War-overlord
Pikemen > Halberdiers
Dig In, Lads!, Lash out: Sounds interesting, its hard to say how it will play out in the game. Maybe it should only take one turn to use "Dig In, Lads!" and one to remove it. I can really see some good use of this ability but it might also turn out to be completely useless.
Crossbowmen > Arbalists
Arrow Rain it very nice, it was kinda boring that the ability disappeared from the archer in H5 when you upgraded him -.-
Defensive Shooting is really cool
Cavalier > Crusader
Cause of the Crusade: sounds like it will be used all the time
maybe adding some kind of restricting to it, like can only be used once, or can only be used again when the target has died.
Scholar > Holy Magi
"Chosen of the Light: Any Light Magic blessing is cast upon this creature as well, any curse has an extre 25% chance of failing to be cast upon this creature." huh
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"You turn me on Jaba"
- Meroe
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted December 12, 2010 01:28 PM |
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@bixie: You mean the abilities and such? If you tell us to take it in, I think we can do that, too.
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted December 12, 2010 01:50 PM |
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Edited by Jabanoss at 13:59, 12 Dec 2010.
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@alcibiades
Pikeman > Sentinel
Not much to say, the abilities are perfect for this unit.
Marksman > Sniper
I don't like the name "sniper". I not to sure about "Call Shot" either, I mean it has a chance to kill ONE unit, why not just do a regular attack with the chance of killing many units?
Healer > Prietess
Lay Hands and Sanctuary is perfect and really cool(of course any unit that attacks a group of beautiful girls should have a decrease to moral)
Crusader > Falcon Guard
sound good, Blessed Sword and Righteous are cool
Paladin > Sun Champion
I don't Sun Strider as it only useful under certain conditions. Favored By Elrath and holy aura on the other hand are pretty cool.
Otherwise I like that you do like me, just adjusting and refining the already revealed H6 Haven
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@Paiazza
Valkyrie & Witch Hunter seems to add some kind of dark-theme to the Haven which is cool in a way
I like the new mix you have done, removed the angel and replaced it with a Valkyrie and having it as a elite unit. Then the Griffin as the champion unit. Cool changes
You could have mentioned so abilities and functions of the units however
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"You turn me on Jaba"
- Meroe
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted December 12, 2010 03:20 PM |
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Quote: I not to sure about "Call Shot" either, I mean it has a chance to kill ONE unit, why not just do a regular attack with the chance of killing many units?
Thanx for the feedback. You would need Call Shot under circumstances where you're facing a high-tier creature and might not be able to take one out with normal attack.
In some ways, a bit like Wraiths 'Harm Touch' from H5, but obviously you have a point that being a ranged unit, it does not have the additional benefin of No Retaliation, which was one of the motivations for using Harm Touch. However, being a core unit, I guess it's ok that ability is only moderately useful.
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What will happen now?
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