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quaffle
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Posted: Wed Jan 06, 2010 18:50 |
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| Development Team Spokesperson |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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Rashnoid EvilA cousin of the Terranoid, Rashnoids live above the surface. Physically similar to a Terranoid, the only difference that their transparency contains a heavy black tint at all times. All Rashnoids inherit vibrant red eyes that can see over 5 miles into the distance. Equip with incredible speed and agility, Rashnoids act on instinct and crush anyone that apposes them.- Heroes return in 9 hours
- Incoming land from attacks return 3 hours faster
- +10% Hero Mortality (1.10 * hero mortality, not base hero mortality +10%)
Code: Name Att Def Ret Trn Cas Mage Spy Cost Cutter 3 9 9 100 .01 .01 40dm Shadow 5 1 9 9 100 .01 .01 500g, 20dm Token 3 5 9 9 50 .01 .01 500g, 20dm Sleuth * 1 9 12 100 1200g, 330r Abyss 7 12 50 1150g, 200r Minions 2 9 ** .2 .2 ** Rookie 100g *Sleuth's offense is equal to your kingdom's [Spies per Acre] * 7. **Minions cannot be trained. The amount of Minions a kingdom has is equal to your main hero's experience. Minions do not require space, but do eat. Heal - ONE-TIME - Heal your main hero by 10% of your max hit points. Cannot build Frost Temples Cannot build Guild Quarters Cannot build Spires Burrow (Home) Academy (Highland) Increases chance of gaining a hero in battle with 7 * Academy%. Increases XP gain in all battles won except quests by 4 * Academy%. Increases the chance to find items in quest with Academy% to max 20% (They are now 20% weaker) Training Grounds (Highland) Increases Iron Ore and Diamond production my Training Ground%/2, Increases XP gain in all successful quests by 5 * Training Grounds% ( Max of 125% increase). Increases the amount of Minions you can have at one time by 2.5 * Training Grounds%.
Last edited by quaffle on Wed Jan 13, 2010 20:21, edited 14 times in total.
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Graduated Plum
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Posted: Thu Jan 07, 2010 15:51 |
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Joined: Sun Oct 01, 2006 15:52 Posts: 3032 Location: ...in a purple jellybean.
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So it's an exp race.
(or an incredibly boring (and frankly terrible) land race)
_________________ I want the public schools to leave my children alone. No condoms, no heterosexual ed. Under the guise of sex ed, public schools are trying to instill un-Catholic views into our children. The public schools, and the gay lobby, want access to MY CHILDREN.
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Robespierre
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Posted: Sat Jan 09, 2010 13:49 |
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Joined: Tue Apr 22, 2008 05:24 Posts: 790
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it's a better land race than xp race.
_________________ The empty handed painter on your street.. is drawing crazy patterns in your sheets... The sky, too, is falling over you... and it's all over now, Baby Blue.
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Graduated Plum
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Posted: Sat Jan 09, 2010 16:41 |
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Joined: Sun Oct 01, 2006 15:52 Posts: 3032 Location: ...in a purple jellybean.
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Robespierre wrote: it's a better land race than xp race. So the inability to play efficiently, pop penalty, no GQs, and average spec lends itself to land? The only way I can envision this race playing land competitively is a mix of shadows/minions and abyss', with maybe a few sleuths. You need the inefficient troops to use the efficient ones... Whilst playing for exp, you get 20% free frost temples (20% free academies?), free unkillable offense and cheap, low cas defense. Also you can switch around heroes. The ONLY problem is mortal heroes, which will only pose a problem if you somehow manage to get so unlucky to kill all your heroes before they level up. It's an exp race, almost all of it's differences are aimed at xp play. Training ground seems fairly useless as I can't see it increasing your minion offense by *that* much. At least by not enough to counter weigh the economy loss. And as I said...you need to use inefficiency to get efficiency. Btw, what will their houses be called, and what's their worker to be called. *constructive criticismist*
_________________ I want the public schools to leave my children alone. No condoms, no heterosexual ed. Under the guise of sex ed, public schools are trying to instill un-Catholic views into our children. The public schools, and the gay lobby, want access to MY CHILDREN.
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Own3d
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Posted: Sat Jan 09, 2010 16:59 |
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Joined: Thu Jan 31, 2008 06:44 Posts: 550 Location: Indiana
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basically this race can run the 12 hour returns strat that i did awhile back only with 9 hour returns. that round i still had significant hero op as they don't die that often. combined with the free undying op from the ruler hero this race is definitely an xp race. and can run away from the beginning.
the only difference i can see that helps them for land play is the bonus xp to questing giving you more 5/0's. and if i understand it correctly, the new building basically increases your ruler hero xp by whatever % you are running when it calculates your Minion total.
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quaffle
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Posted: Sun Jan 10, 2010 01:22 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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My vision for this race is to have an XP build and still compete for land ranks. Or have a hero-driven race that plays for land.
Reasoning for the -5% population: With Minions, turtle specs, and 9 hour return time these guys could really jump to a great start. Comparing the XP players this round - top XP after one week was 1400, which is 7000 free offense. Two weeks was 3500 which is 17,500, and right now (just over three weeks) the top XPer has almost 6000 XP. Which will amount to 30,000 offense. Of course, I would bet that XPer has more 'free offense' from heroes than he would with minions. So this race would not be as efficient as XPers with immortal heroes. But they would still survive with Minions.
Reason for Sleuth unit stemming from specs: It adds flexibility or I hope it does. It forces you to run specs to get value out of your elites, and you have 3 specs to choose from. If you choose to run academies and build up your minions, you may also have the option to go more efficient (run Abysses) since your Minions increase you SPA. However, maybe that isnt enough incentive?
If one spec is most favorable (example: Right now it seems that massing Tokens would be the best option) we could decrease their spy/mage and increase others. Im considering increasing Minions spy/mage to .2 and possible decrease the others to help them late round so they dont die from inefficiency.
Reason for Training Grounds: Yes Owned, if you have 20% Training Grounds with 1000 XP on your main hero - you then have 1200 Minions. TGs goal is to further increase flexibility in strategies. I hope with the diamond/ore production they are of value to land players. They can also be an alternative for land players who would rather not attack every 9 or so hours. Land players can still mass Minions if they run TGs.
I think the toughest part of this race will be balancing the Sleuth unit. I dont exactly want to but a max on it. 1 - A kingdom with 2 SPA will mostly likely be very inefficient. 2 - A kingdom with 2 SPA may have the ability to run away thanks to super cheap offense? 3 - I feel that a max would restrict their flexibility and almost morph them into having a single strategy that makes Sleuths most efficient/effective.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
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quaffle
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Posted: Sun Jan 10, 2010 01:49 |
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| Development Team Spokesperson |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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- Removed -5% population
- Cutter -10dm
- Token -1op, -100g +50r
- Sleuth +10dms
- Minions +.05 spy/mage
- Worker name changed to Rookie
- Home name changed to Burrow
- Training Grounds - Increases the amount of Minions you can have at one time by 1.5 * Training Grounds% (originally Training Grounds%)
Reason: Removed the population nerf and increased the militaries secondary resource needs to help balance. Varied spec prices a bit to make each attractive. Made Training Grounds more attractive also.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
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wilan
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Posted: Sun Jan 10, 2010 05:27 |
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Joined: Mon Mar 14, 2005 02:04 Posts: 1355
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quaffle wrote: My vision for this race is to have an XP build and still compete for land ranks. Or have a hero-driven race that plays for land. Sorry but someone played with an exp strat very competitively in the land rankings. Overpowered and unbalanced. Terrible in concept as well.
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quaffle
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Posted: Sun Jan 10, 2010 09:20 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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Yes, but you had to attack every 6-9 hours or whatever you did. Many people cannot do that, and if they could - its a single strategy. This race doesnt force you to build Academies/Frost Temples and hit mindlessly every 6-9 hours. Its an option to build Academies and hit every 9 hours, however, you could build Training Grounds and quest also. The average land player seems to have about 2000 XP right now, and with 20% Training Grounds run all round - a player could have 4000 XP and 5200 Minions. Please explain what you see overpowered and unbalanced in this race.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
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Dante
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Posted: Sun Jan 10, 2010 19:58 |
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Joined: Wed Dec 10, 2008 17:13 Posts: 1564
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I think this looks like a very cool race!
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popcorn10
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Posted: Tue Jan 12, 2010 00:19 |
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Joined: Fri Jan 19, 2007 19:23 Posts: 1675
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waffle, you're obsessed with floating op/dp (dependent on some outside value and not necessarily set )
_________________ GUILD WARS 2 NOAW
Jelme - This may sound weird, but I always wanted to setup a porno website starring my friends wife. She'd make a killing. She looks like she is 12. Me - i have no idea how to take that or respond. i think if i respond i get fired :)
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B
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Posted: Tue Jan 12, 2010 01:05 |
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Joined: Tue Jan 04, 2005 12:28 Posts: 2570 Location: The Netherlands
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Like the race  dunno if its balanced or not, but i like the concept and the unique-ness  great job quaffle
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Silencio
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Posted: Tue Jan 12, 2010 06:33 |
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Joined: Fri Oct 12, 2007 02:50 Posts: 547 Location: belton, Missouri
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The unit costs all look correct.
But minions are overpowered if they are free and don't take up space.
Make minions 3/0 and make them take up space, cause they are a free unit for an exp player or land player and that will make them tad overpowered.
I am assuming they gain 1 minion for every experience point on thier ruler hero.
_________________ You cannot define this. There is nothing else like it. It's how you react, no it's not what you say. You're running from nothing you're running away. -Steromud
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quaffle
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Posted: Tue Jan 12, 2010 11:40 |
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| Development Team Spokesperson |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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- +10% Hero Mortality (1.10 * hero mortality, not base hero mortality +10%)
- Cutter -2dp, -10dm
- Shadow -150g, -175r, +20dm
- Token -225g, -50r, +20dm
- Sleuth -30dm, +330r
- Abyss -200g, +175r
- Academies on Highlands and are now 20% weaker
- Another variation of Training Grounds
Reason for military price change: From what I see and hear, this race has the potential to be very fast out of the gate. So in hopes of balancing their speed, I have made their 'spec' units heavily diamond dependent. Also, with 9 hour return time, I believe such high turtle could be too strong early on, so I have decreased the cutters dp. Reason for Academy change: A common response I can getting is that this race is too powerful for XP play. First off, I am not designing the race to win XP, I am designing it to be a hero-driven race that can compete for land. Another goal is that it doesnt have a 'set strategy', so it may achieve top land rank through different routes. This change also prevents a player from massing Academies early on and attacking every 9 hours. Its been pointed out to me that this strategy may be too strong for this race. Increasing hero mortality should help weaken this route also, but not prevent it from being valid. Ive also come up with a different version of Training Grounds. I am not sure which is better balanced, but each seem pretty generous I think. The first version seems pretty strong late round since it allows kingdoms to convert diamond/iron mines to taverns without losing production. The second version kinda incorporates the idea of Merchant Guilds, which are most useful when resource building count is highest. So I believe this will really help mid-round if the kingdom decides to have lots of mines and up their improvements. Im kinda leaning towards the second version, but I would appreciate your thoughts on them please.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
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Ceekayed
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Posted: Tue Jan 12, 2010 11:50 |
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Joined: Wed Jul 06, 2005 02:17 Posts: 2745 Location: Finland
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The whole race is just too abusable to fit in with the current races. If we were playing with Baron's Races on Crack, this would be a fine addition with some tweaks. But we're not, so...
And dude, with a full dm build for oop you'd have almost 9k op from cutters only (that can later be sacrificed for almost 700k imp points), not to mention the free ~1k op you'd get from minions. With 9 hour returns on top of that you've made the most potent runaway race ever.
So up the price of cutters heavily or just get rid of the turtle completely with a more subtle price increase. You do realize that they currently cost 70gpp early on?
The price of the 5 point units are off aswell.
_________________ www.ceekayed.com
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