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Topics - Rudolf

#1
Zatikon Discussion / One way of balancing constructed?
November 10, 2009, 11:51:49 AM
My idea: allow units to be bought and sold during a game.

Rules:

1. each sale or purchase cost 1 command point.
2. only undeployed units can be sold.
3. total army cost remain at 1000 or less after each purchase.
4. army can start game with less than 1000 pt total cost.

Might even work with random.  :)

No idea how easy or difficult it would be to implement.

What do other players think?
#2
Units / Alchemist
October 24, 2009, 02:34:20 PM
Should the strength potion be changed to add 3 (or even 4) to a unit's damage as opposed to giving it instant kill? (give dragons and golems a chance! :))
#3
Units / Inorganics
October 14, 2009, 12:25:14 PM
I took a look at units that fare less well against inorganics. The following is the list. They range from those that only have minor handicaps against inorganics like the druid (cannot stun) to those that becomes completely ineffective like the priest. The total is 33 units, of which about 10 is rendered virtually completely useless by inorganics. The latter group also includes some very expensive units.

It seems to me that the list is too long. The game need to either:

1) reduce the list;
2) introduce some cheap units that are more effective against inorganics than organics;
3) modify the spells of the artificer;
4) some combination of the three above

Obviously there are many ways to implement this even if one agrees with my point of view. So I'll throw in some ideas to start the discussion rolling:

New Artificer: Remove spell to change units into inorganics. Limit range of healing inorganics to 3. Limit range of armor +1 for inorganics to 2. Add new spells:
a) Summon Flying Bomber (inorganic, flight, Life 2, 1 action. Explodes on death with damage 4. Skill: kill self)
b) Summon Tinman (inorganic, Life 4, power 3, 3 actions. attack adjacent, 1 action)
c) Summon Guardian (inorganic, Life 4, power 5, 2 actions. vigiliant. attack adjacent, 1 action)
[So it's mainly an inorganic unit generator and so fit its name better]

New unit Cyborg Master (350 pts):
inorganic, Life 5, Armor 2, power 5, 3 actions. Move and attack 3 sq away (same as footman) 1 action. spell: change unit into inorganic, range 1, 3 actions. spell: one inorganic unit gets +1 power for one turn, range 4

I am not very experienced in zatikon and would like to hear the views of more experienced players.

The List:
priest
syco
confessor
heretic
martyr
mourner
possessed
cavalry
chieftain
druid
geo
shaman
assassin
bounty hunter
rogue
scout
changeling
mimic
skinwalker
axeman
footman
warrior
dracolich
wyvern
All mages except warlock, artificer, and alchemist

#4
Units / return an invincible Templar back to normal
September 07, 2009, 04:14:20 PM
Could someone enlighten me as to how this could be done?
#5
Zatikon Discussion / First mover advantage
September 07, 2009, 06:45:20 AM
What do people think about the extent of the advantage for the player moving first?