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Messages - Wakrob

#16
I too have played very little constructed so I didn't vote.

But I see your point.  Ive had a hard time making armies because everyone I think up I can think of another army that means almost an auto lose for me.
You have much more experience than me at the game but I see a big part of the paper scissor stone problem coming from Inorganic.  If you have a straight caster that takes up 350 pts or some other effect you need to happen, a all inorganic army ends you.  One of my armies is Hydra-Artificer and has no real fear against Heretics, Witches, etc.
I would like to see a way to make more teams viable more of the time.  Perhaps bigger point battles.
Or perhaps a sideboard like Magic the Gathering has somehow.
What if both players had to pick pieces for their army one at a time taking turns!  This would cause you to see some hidden units like assassins but would allow you to build your team based on what your opponent is doing.  That would be awesome!

Wak

Edit:  What is you dont like about the Wizard?  Once its indestructible its slow and doesn't hit hard.  You should be able to bum rush past it once they have 350 pts as that weak piece.  The Sarge I could see causing range problems , though I like the piece.  What if it couldn't rally pieces that only have 1 action point?
#17
Units / Re: Changeling
May 08, 2009, 12:56:18 AM
I'm not going to lie.  I dont like this unit.

I'm not saying it isn't balanced, or doesn't give interesting tactics.

But....the unit breaks reality a bit too much.  Its like watching a movie that uses time travel as an excuse for its plot.

Personally I'm a big fan of ambiance.  I like a game to feel all within its genre and the changeling is very bizaare.

On top of that its a key unit for high level solo play because the computer doesnt use units it steals like we do.  So its a insano piece that is vital in some types of play, not good imo, sorry.

Wak

Edit:  I think if a changling acted as a Mimic but killed its target, that would make for much less crazy games.  Range 3, kill target and become a copy of the target.  Once only.
#18
Zatikon Discussion / Re: New game modes ideas
May 06, 2009, 10:03:51 PM
4 Way Free For All

I was thinking a 4 way free for all would be lots of fun.  One castle on each of the four sides of the board (of course each player sees it from bottom up as usual).  When a castle is taken the player ACROSS from that player wins.
So while the players to your sides arent exactly your friends, because they want to win before you, they arent exactly your enemies either.

The game might bog down if everyone is too defensive, so some effect might be in order to promote action.

Wak


#19
Units / Re: Archangel
May 06, 2009, 09:58:32 PM
Immune to all spells makes it a flying Golem/Ghost, nasty.  Any team based on a spell user would be toast.  While not as cool, I do like Lumen's 'Die when loses control' idea.

Or another thought.
Move:  Jump to anywhere within 3.  I know this is probably not in the game either as everything move in straight lines.

Wak
#20
Im perfectly fine with no trading.  I was mainly just saying all the extra Wizards and Dragons I sell until then are going to stiing later if trades become available.

Wak
#21
While both trading and perhaps having a larger gold value battle one day would be cool.  Both would mean all these units Im selling now I might want back! *grin*

I could see trading letting people getting units to fast or maybe some new players getting a bad deal.  But maybe trades could come with a gold piece 'tax' so trading wasnt done lightly.  Like a fee of 500 gold for both player to make a trade.

Bigger battles maybe would be to congested or unbalanced but maybe they could have 2 Castles per side, each giving 5 actions.  Once one side captures both enemy castles they win.  A captured castle could either be instantly destroyed or maybe have to be held while you go for the other.

Wak
#22
As per the game Heroes of Might & Magic IV, I wonder how reasonable it would be to add a mouse over or click on function that let you see an enemy units range.
Current when you click on your own units it shows where you can attack or move.  Why not add that for enemy pieces.
This might give new players a better idea of whats going on since picking off pieces at range is key to the game.
Of course some tricks would not be as easy to notice (like a sergeant) but at least a basic idea of what the enemy can do would be available.

Wak
#23
Units / Re: Archangel
May 05, 2009, 08:46:50 PM
Im guessing the big reason things cost 550 is that that you cant combine them with other things that cost 550 or themselves.

I did have the lingering question as to whether or not Confessors remembered murders that happened when they werent on the board.  But this post answers that for me.

How about if Archangel could kill murderers even if it was not on the board at the time?  I realize the game might not be programmed like that, since there may not be a murderer tag on units.

Is there possibilities of selective immunities?  Currently some is either immune to skills or not.  Nothing is Immune to just poison.  I think an Archangel should be immune to control (demon ally, possession).

This game rocks!
Wak
#24
Im just wondering how rare some of the big dog pieces are.  Personally I am missing 11 types of units.  Id be glad to get any of them toward a complete collection.

The 11 pieces I need would cost a total of 56,700 gold to buy, for an average of 5100+ gold.

This means I could buy one of them or hit the new unit button 51 times!

So statistically wouldnt that be enough to get one of the units I need and maybe more?  At want point do you think you should stop using the New Unit button.

Wak
#25
Still somewhat new, but would it be to powerful to allow the Geomancer to move any structure in the game?  Would be cool to move up towers.

I also think allowing Gate Guards to walk on walls might makes sense and/or make a unit that specializes on using walls.  Though I did just have a game with Mongolian that he showed me just how powerful a Mason can be so i guess you'd have to be careful not over powering a new unit that could walk on walls.

Wakrob
#26
Zatikon Discussion / Improve the chat window?
May 01, 2009, 10:55:46 AM
Currently the main chat window is dominated by bold text system msgs.  When you try to chat with other players its very easy to miss the player chat in the ongoing bold system scroll.
I think the player chat should be bold and the system chat should be toned down.  Would help the community bond.

Wak