Chronic Logic

Zatikon => Units => Topic started by: minime on April 28, 2009, 07:49:48 PM

Title: minime's units
Post by: minime on April 28, 2009, 07:49:48 PM
Ares
cost:50
deploy: 30
when ares comes into play you won the game :)


architect
cost 350
power:2
life:2
actions:1
deploy:3
you can't use his abilities if you control more structures than Masons.
- build a castle. (the opponent have to take all of your castles)
- build a tower.
- build command post
- build a barrack


saboteur
cost:100
deploy:4
power:1
life:1
actions:5
when comes into play, destroy a random non deployed unit of the opponent.

time-machine
structure
cost:100
deploy:3
-1 commands
sacrifice:take another turn after this one


dr. Frankenstein
1/1
sacrifice any number of units you own: summon a monster: power(x) / life:(x), where x = the overall power and life of the sacrificed units. no armor, 3 actions.  (an example: if you sacrifice a general and 3 riders, you'll get a 9/10 unit. )
when you first activate the monster destroy dr. Frankenstein


spirit thief
0/5
armor:1
100
actions:3
3 range: target unit lose an action (permanent)


evil plant
actions:1
0/4
armor:2
any unit can move onto a plant
when an opponent's unit moves onto this plant it lose a life
1 action: clone itself (there will be lots of plants soon: all of them can clone itself :)

other plant abilities:
- opponent's units: -1 actions
- friendly units gain a life
Title: Re: minime's units
Post by: glunkr on April 28, 2009, 08:04:36 PM
I like the saboteur; it has promise but probably would need tweaking. 5 actions seems high and very strange.

Ares seems too gimmicky to be a real unit.

Time Machine is WAY too powerful.

Architect, Dr. Frankenstein and Evil Plant are too complicated for my tastes.

Spirit thief is an interesting concept, but it doesn't seem like it would be very fun.


glunkr
Title: Re: minime's units
Post by: Lunaraia on April 28, 2009, 08:15:37 PM
Saboteur... thats an idea I ad some time ago.. quite different though let me see here... also adding Treant and Dryad since they would fit well with the plant... and Im adding my Spy again just to make sure it get's seen, AND also my one and only Giant Spider

---------------------------------------------------------------------------------------------------------------------------

Dryad    Cost: 300+

Faction: Nature

Life: 5
Armor 2
Action 2
Deploy 3

Active Abilities

Take Control of Enemy unit
Create Thorns - Thorn Tile in a 3X1 within 4 (possible Thorn Buidling, see bellow)
Stun Pollen - Stun enemy within 2
Bury Roots - 1/1 per game, Unit becomes Treant (See Bellow)

Passive Abilities

Sleep Pollen - Cancel Enemy movement withn 3
Photosynthesis- Heal self at the end of turn
Wooden Body - Cannot be Poisened, Toaded, Encased in Stone, Bounced to Castle or Stunned, CAN be converted + twice the damage from fire based attacks/DOT of 1 hp per turn for 2 turns
In case you do not like the Tile idea I am also adding a Thorn Hedge Building

Thorn Building

Life 4
Armor 2

Thorns - deals 5 damage to melee attacker, armor will reduce damage
Plants - same Effect as Wooden Body
Inorganic

-----------------------------------------------------------------------------------------------------------------------------------------------

Treant

Life 8
Action 1
Armor 2

Wodden Body see above
Inorganic

Attack Enemy for 4 anywhere within 5
Photosynthesis - see above

-------------------------------------------------------------------------------------------------------------------------------------

Giant Spider      Cost 200+

Action 3/3
Life 5/5
Power 3
Armor 1 (2?)
Deploy 3

Poisons Attacked units (-1 Life/turn)

Move to target location 1 range
Cost 1 Action

Attack Target Unit
Range 1

Spin Web
anywhere within (1-4). Explenation of ability: Creates a wall that stuns attacker or within explosion when attacked OR (my original idea) creates a 3X3 web tile that stuns enemies that step on it for 1 turn (Giant Spiders are immune to this effect)

Web (created by Spin Web)

Life 4
Armor 2

Stuns attacking units

Cancels anemy movement
1 range

-------------------------------------------------------------------------------------------------------------------------------------------------------

Spy      Cost 150+

Actions 3/3
Life 4/4
Power 3
Armor 1
Deploy 3

Give +1 Command (better intelligence due to spying)

Swap Places with target unit anywhere within 5
Can be done 1/1 times per turn

Move to target Location
Costs 1 action

Poison on attack
Return to castle on attack

Attack Target Unit
range 1

--------------------------------------------------------------------------------------------------------------------------------------------------

Saboteur    Cost 100+  (Low Cost due to being specialised to take on constructs)

Action 3/3
Life 4/4
Power 2
Armor 1
Deploy 2+

Move to Target Location
Range 1 Cost 1

Destroy Target Construct

Plant explosives (creates a Bomb Tile 1X1) anyone whoe step on/over the tile takes 5 damage (armor reduces damage) OR Creates a wall that causes an explosion when destroyed (same damage)

Attack Target Unit
Range 1 Cost 1
Title: Re: minime's units
Post by: Kran on April 28, 2009, 11:10:50 PM
Honestly i have not read the units allready, but i think there is no need of 2 topics about units ideas.

Kran
Title: Re: minime's units
Post by: Lunaraia on April 29, 2009, 12:14:46 AM
well seeing as there are 4 already I don't see why another one would hurt
Title: Re: minime's units
Post by: glunkr on April 29, 2009, 12:43:12 AM
Just four? :D That's hard to believe. I think there are more proposed units on the boards here then there actually are in the game!
Title: Re: minime's units
Post by: Kran on April 29, 2009, 12:49:00 AM
its ok then.

Architect looks not much fun. I would suggest it to just build some building needing recharge... but nothing of need masons... that would cause a massive number of masons.

Ares looks strange... very very
Saboteur: No random is in this game, please change it.
Get doubled turns is not playable too. At least not for 100$. 550$ would be something.
The spirit thief: I liked this unit, and with the dr. frankstein, is one of the playabe units in my concept. but its very much overpowered... 3 actions and 3 range? for sure.

The plant is nice, but... allies gain a life, its no way with lots of plants... I have an idea for it. Make its attack change enemy life -1 (permanent) (like witch but only one) and 1 range.

The spy and spider looks good. I think there are no need of net explosion. about the dryad, i'm not fun of it cuz of regenerating guys of 8 life. even with 1 action.

and glunkr > they are ideas for the game developer. i dont think he will use much more than 10% of them all.
Title: Re: minime's units
Post by: Lunaraia on April 29, 2009, 09:37:16 AM
10% wow aren't we optimistic... id wager a guess and say 3% make it into the game within the next year if that
Title: Re: minime's units
Post by: mongolian on April 29, 2009, 06:44:13 PM
I'm sure they already have a long list of unit ideas not yet in production.  They have already used some ideas from here so it's a great idea for the community to come up with more, even if it only means 2% or elsewise.

Minime, you have some great ideas here.  I really appreciate seeing units that involve alternate winning condidtions, but Zatikon is already complicated enough.   Judging from your post, I presume you are bored with the current game modes and a new game mode or two is what is needed here (4v1 & King of the Hill maybe....)

Re:Architect: I presume you meant to say, you can't build more structures then # of ally Architect's.  I'd actually prefer to see an architext be able to build 2 structures and that's it.  If you plan on creating a new castle, enemy can capture EITHER not both. 

Re:Saboteur: Random killing would tick off just about anyone playing once you get their good unit.  That's a sure fire way to make people quit a game.  How about, when comes into, nullifies 1 random opponent's unit's skills.  Then, if within 2, he can nullify 1 unit's skill/abilities.

Re:TimeMachine: Brilliant Idea.  It needs to cost more though - $200 or $250

Re:Spirit Thief: Beautiful!
Re:Dr.Frankenstein: Beautiful! except for name sounds awkward
Re:EvilPlant:  Beautiful! except for name sounds awkward..how about demonic lotus?



Title: Re: minime's units
Post by: Kran on April 29, 2009, 07:20:19 PM
thats allright mongolian. much new units ideas means that the devoper will have more chances to choose the best.
Title: Re: minime's units
Post by: minime on April 30, 2009, 03:11:19 AM
Thx for the comments  :D

I think the Frankenstein name is needed :D The unit is all about him, creating a monster, then the monster killing him. All the other names can be changed.

If you don't like the alternative win condition(i really like it  ;D), we can change the ability, but keep the mechanic. for example: destroy all units or return all the units of the opponent to his castle. or other powerful things. Or make it to a very big unstoppable monster. Or we can make less extreme things like:
big monster
deploy: 12
10/10
and some ability

architect: you need masons to build the houses(this is the story element  ;)). you can build a building for every mason. if you have a mason you can build 1, if have 2 then you can build an other one, and so on. you need lots of masons if you want lots of buildings. maybe the architect should cost more than 350.

Saboteur: OK, then make it non random. the opponent choose a non-deployed unit and that will be dead. you can kill an assassin this way, if you deploy the saboteur late enough.

plant: I just realized, the plant is an example for Lunaraia's tile concept:
http://www.pontifex2.com/smf/index.php/topic,1107.0.html

I think one of the reason Zatikon is complicated is that, you cant see what a unit does, you only see pictures. for example in magic the gathering, there are thousands of cards, and that isn't a problem. because you can see what the cards do. it would be very hard to play mtg if you only saw the picture of the cards, and you should check all of them one by one(and in zatikon the life(and sometime even the power and the armor) of the units is changing during the game and you have to remember them too). I had an idea in an other topic to put at least the life/power/armor next to the picture. It would help a bit. Imagine playing zatikon when there'll be 500 different units ;D.
Title: Re: minime's units
Post by: minime on May 02, 2009, 02:43:45 PM
I made some new units. I think some of them are a bit too strong, but had no idea how the balance them. I need some help with the names again ???
to keep it simple: stats:power/life(armor). I don't write the move ability if it is normal.


50
1/7(2)
actions:1
1/1 times: cancels enemy movement 4 range (the shaman's ability)
1 action: heal self.


50
1/10(2)
actions:2
cancels enemy movement 1 range (the footman's ability)
1 action: heal self


guardian angel
50
action:3
1/2
range 3, 2 actions: return target unit you control to your castle.
once in a turn: return self to the castle


50
10/1
3 actions


like the old sergeant
150
4/4(1)
action:2
2 actions:every non-range unit gain an extra action this turn
1 action:reload the first ability
You can deploy only one of this unit (story: an army can have only one top commander ;) )
Title: Re: minime's units
Post by: Kran on May 02, 2009, 03:57:21 PM
Very nice the guardian angel... the first move-blocking ones i do not liked much, liked the abilites, but such hitpoints are not nice... i think they should have a limited times they block the movement, the one with 4 range. About the one with 10 power, it sucks with an chieftain, with the chieftain in one side of the map and many of this ones in the other side. Even with a witch making enemy range units in frogs. About the names, i will think about and maybe i can help you. ^^

Kran
Title: Re: minime's units
Post by: minime on May 02, 2009, 05:06:59 PM
I made the first 2 ability more clear. the first is the shaman's and the second is the footman's ability. They have high defense, but they cant attack almost at all. they are just to hold back the enemy. maybe they should cost 100  :D The name of this two could be similar, like x defender and y defender. but more creative  ;)

i think 10/1 guy should be some crazy, raged monster.

btw i think that there should be zero power instead of no power in zatikon. (for example the geomancer has no power at all, so it cant get the +1 power from armory.
Title: Re: minime's units
Post by: Kran on May 18, 2009, 12:48:17 AM
10/1 monster would make range units to much powerfull. Thats exactly what the game do not need ^^.
Title: Re: minime's units
Post by: minime on June 04, 2009, 03:47:03 PM
two brand new units:

knight of the board
50
actions:2
4/5(1)
once per turn: can jump as the chess knight(in L line)
once per turn: can jump back to its last position(it would be interesting if the last turn would count as well. its range would be 5 then, but you have to spend 2 actions in the last turn as well)


dragon whelp
50
action:2
3/3(1)
once per turn: move to (2) range
attack(fire breathing): 2 range in line (like the warlock)
Title: Re: minime's units
Post by: Kran on June 04, 2009, 04:52:41 PM
I like back to last position... I think a mage could do that ^^.
Title: Re: minime's units
Post by: Lumen on June 04, 2009, 05:50:08 PM
the knight of the board is too cheap at 50.  I'd guess 100 or 150 for it.  Except, that jumping back would have problems since that last space may be occupied by the time the knight tries to do that.  Some resolution would need to be made in that circumstance.
Title: Re: minime's units
Post by: Kran on June 04, 2009, 06:55:33 PM
Make that like happens when you try transform spirit in castle. You simply cant click.
Title: Re: minime's units
Post by: minime on June 05, 2009, 02:35:35 AM
Quote from: Lumen on June 04, 2009, 05:50:08 PM
the knight of the board is too cheap at 50.  I'd guess 100 or 150 for it.

yeah maybe. i didn't planed this 5 range thing, i just realized it later it is an option. without that i think the 50 would be more realistic. I just wanted to make cheap simple units :P

Quote from: Lumen on June 04, 2009, 05:50:08 PM
Except, that jumping back would have problems since that last space may be occupied by the time the knight tries to do that.  Some resolution would need to be made in that circumstance.

this is just the same problem as you normally can't move to occupied spaces  ;)
Title: Re: minime's units
Post by: Lunaraia on June 05, 2009, 04:57:34 AM
would be more fun if it simply obliderated whatever occupied said square
Title: Re: minime's units
Post by: minime on June 05, 2009, 06:41:13 AM
And a not that simple unit  :D

Training camp
cost: 1000 gold 8)
deploy:5
0/5(2)
actions:2

You can deploy it onto your castle (like the gate guard)

It has 1000 gold
pay x gold: Summon any unit. x=the gold cost of the unit. (I'd like to say you don't have to pay the deployment costs, but this could cause problems if there would be units in the future like my Ares, who has a cheap gold cost, but a high deployment cost. so maybe it should just say:the deployment costs are cheaper by 5)

1 action: heal a unit anywhere in 2 range.
1 action: target unit gains +1 power until end of turn anywhere in 2 range.
(maybe these last 2 abilities are unneeded)

Title: Re: minime's units
Post by: mongolian on June 06, 2009, 03:26:18 AM
Summon any unit???  So, your saying you get to choose from every unit at exactly the same cost.  If I'm reading this right, this is insanely rediculously overpowered.  Even if every unit cost 2x the cost it normally does, this would still be overpowerful.  not sure where to go with this idea..
Title: Re: minime's units
Post by: minime on June 06, 2009, 11:46:47 AM
next time i put the idea behind the unit in the unit description...
with training camp, you skip your first turn, but you may choose your army during the game. i think the one less turn is a pretty big price, but i don't want to balance my units perfectly, the important is just the mechanic. it is possible to make it a cheaper unit with limited abilities but i wanted this one to be kinda extreme 8)
here is an other variant:

training camp
cost:400
1 action
deploy: 4
you can place it onto the castle
0/5(2)
It has 350 gold and you can summon any unit from it (you have to pay the deployment cost).

The possibilities are endless. I can even imagine a new game format where both player would have a Training camp (the 1000 gold variant).


one more variant:

slave-trader
cost:150
deploy:3
2/2(0)
2 actions
gold:10
1 action, 1 range: sacrifice a unit(sell): gain of its gold cost (at least 20).
1 action, 1 range: buy(summon) any unit from the gold.
when a unit dies:+20 gold (it sells the bodies too :-[ )
Title: Re: minime's units
Post by: mongolian on June 06, 2009, 12:56:48 PM
2 big things, 1 you are proposing a unit that would drastically change Zatikon.  If not, make Zatikon feel like another game.  2ndly, your revised one is still too powerful.  Who wouldnt be using the trading post.  I don't want to play Zatikon only using the best pieces.  I also would loathe the trading post in random, almost guarenteeing whoever draws one the win.
Title: Re: minime's units
Post by: Kran on June 07, 2009, 12:15:51 AM
Mongolian is right. When allowing people to choose the army in the middle of the game, its one more step and zatikon will be a complex turn-based age of empires.
Title: Re: minime's units
Post by: Lumen on June 08, 2009, 02:49:49 PM
This might be possible if it only allowed 50-point units, or if it only allowed units from a specific category, like "Soldiers"
Title: Re: minime's units
Post by: minime on June 08, 2009, 07:13:50 PM
Quote from: Lumen on June 08, 2009, 02:49:49 PM
This might be possible if it only allowed 50-point units, or if it only allowed units from a specific category, like "Soldiers"

:D at least, you liked the idea. the soldier variant sounds good, it could be called some kind of "recruiter". however it is dangerous if it is a normal unit and not a structure, because it can be a combo with an abjurer or druid  ;)
Title: Re: minime's units
Post by: Lumen on June 08, 2009, 08:47:53 PM
That's a good point, but spending something like 700 points to get a steady stream of one pikeman a turn doesn't seem so great.  Could be a counterpart to the Barracks.  Might be a structure that targets a soldier (from a barracks) and turns it into a pikeman, footman, axeman, or bowman.  With those stipulations, it might be balanced at about 100-150 points, what with the deploy costs of the buildings included, and the loss of time.
Title: Re: minime's units
Post by: mongolian on June 08, 2009, 11:21:10 PM
now, we're talking!  Having it only summon soldiers is a fantastic idea!  I like it also if it summoned $50 units too.  Either way, the units need to be disproportionally priced so it isn't exactly a 1 for 1 ratio for the cost of the structure.
Title: Re: minime's units
Post by: Kran on June 09, 2009, 01:43:42 AM
Summon some specific units are nice. Maybe an structure that gain +50$ per turn, and can summon certain units. Example:

Name: Academy
Class: Structures
Cost: 300$
Actions: 2
Life: 5
Armour: 2

Trainament. Gain one Training point per turn.
Training points = 0

Create a Pikeman. Cost 2 Training points. Cost 1 action.
Create a Footman. Cost 2 Training points. Cost 1 action.
Create a Axeman. Cost 2 Training points. Cost 1 action.
Create a Swordsman. Cost 4 Training points. Cost 1 action.
Create a Warrior. Cost 7 Training points. Cost 1 action.
Create a Shield Bearer. Cost 6 Training points. Cost 1 action.
Title: Re: minime's units
Post by: mongolian on June 09, 2009, 01:57:21 AM
$300 seems to cheap, maybe $400. I would then modify it's production rate too perhaps.  I also kinda, like having a structure have X amount of points it can use, vs unlimited points.
Title: Re: minime's units
Post by: Kran on June 09, 2009, 02:13:24 AM
Looks fun. But... Why buy such structure instead of buying the units you desire? Cheaper and longer time to create?