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We Are Wolf
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Posted: Fri Mar 21, 2008 16:28 |
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Joined: Mon Dec 10, 2007 03:46 Posts: 131
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Race: Synthetic Alignment: Evil Main Overview:The Synthetic consist of engineers and scientists shunned from the races of Elveron for their radical ideas. They have rejected magic, instead focusing on science. Together, they have worked to create the perfect soldier, gradually improving each generation of creations. They have entered the war now, and it seems they have succeeded. Bonuses and Penalties:Cannot cast spells Military:Code: Name Att. Def. Ret Trn Cas Mages Spies Price Spiked Prototype 3 12 9 150% 250g Stone Prototype 3 9 150% 250g Spiked Being 10 12 12 120% 2500g, 20dm Stone Being 10 12 120% 2500g, 20dm Masterpiece 15 15 12 12 100% 4500g, 40dm Data Engineer 9 1 800g Genetic Engineer 115g
SpellsRezoning "spells" cost twice as many Genetic Engineers as "normal" rezoning, but no md Building Differences:Home - Cannot Build Tower - Cannot Build Here's my third race suggestion (after Lycanthropes and Giants). I'm iffy with their name; it was really hard to think of one so if you have anything better, help out. Also, I was wondering if it might be smart to make the two Prototype units trained directly from peasants. Finally, if there are any comments on their bonuses/penalties being fair, or the prices being right, please post.
Last edited by We Are Wolf on Sat Mar 22, 2008 14:36, edited 1 time in total.
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B
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Posted: Fri Mar 21, 2008 16:58 |
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Joined: Tue Jan 04, 2005 12:28 Posts: 2570 Location: The Netherlands
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I like the race concept and 'theme'. Dunno about prices and buildings balancing etc, but the race is cool :D
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Cobra08
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Posted: Fri Mar 21, 2008 17:02 |
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Joined: Mon Feb 05, 2007 21:05 Posts: 2052
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i think the penalty is a lil hard. maybe instead of no spells you make it so spells cost more than usual. Because no spells means no farsights which means you cant calculate the top op which means top players wont like playing them as much.
_________________ Mynn L says: I LOVE YOU ADAM
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We Are Wolf
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Posted: Fri Mar 21, 2008 17:12 |
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Joined: Mon Dec 10, 2007 03:46 Posts: 131
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The thing about spells though is that you can get farsight information from other realm members. The players who need to find top OP are usually in a pack or can at least really on some active randomer to help them. I was thinking of changing their spy unit to something like "Every # of Data Engineers increases spy accuracy by 1%" and bumping up its price, but I don't think it's too big of a hit. I tried to give them a bonus because of that with the alchemy/laboratory hybrid homes and I made their spy troop a little cheaper. I can see where you're coming from though.
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panis
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Posted: Fri Mar 21, 2008 17:22 |
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Joined: Sat Sep 29, 2007 12:15 Posts: 81
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If these were ever implemented in the game, I'd constantly keep blizzard/anarchy on anyone that did well :D Seriously, I'd think of a way to give them at least some defence against offensive spells.
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Simon
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Posted: Fri Mar 21, 2008 18:07 |
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Joined: Tue Feb 19, 2008 03:15 Posts: 452
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Maybe give them a defensive unit that acts as a spire.
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We Are Wolf
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Posted: Fri Mar 21, 2008 18:11 |
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Joined: Mon Dec 10, 2007 03:46 Posts: 131
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Hm, thanks for bringing that up I also like the idea of a troop (or # of troops) acting as a spire Maybe the spy unit? How much more expensive might that make it? Also, I'd need to think of a good number that would make a spire
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homerbadman
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Posted: Fri Mar 21, 2008 18:45 |
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Joined: Sat Aug 18, 2007 03:13 Posts: 825
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maybe your could make a unit that acts like a spire and costs runes.
_________________ Foe: Borealelf
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Rick
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Posted: Fri Mar 21, 2008 20:01 |
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Joined: Sun Mar 14, 2004 22:16 Posts: 1329 Location: Knighthood
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You could just give one of the units some mage power. Sure they can't use it, but atleast it allows them some defense against magic.
_________________ [01:48] <knicoal> Rick!! are you ass-raping realms??????
[01:48] <knicoal> thats my job
[01:48] <knicoal> knock it off!
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MoD
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Posted: Sat Mar 22, 2008 01:03 |
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Joined: Sun May 01, 2005 14:44 Posts: 2185 Location: The Netherlands
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And with the new Stealth-spell , you can use like 10 SoM's to get top op.. it is quite accurate that way.
_________________ » J o b zegt: you like pee? Nicole zegt: ya smell AND taste feels nice too tho esp when it spashes in yer eyes and mouth
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Simon
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Posted: Sat Mar 22, 2008 03:41 |
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Joined: Tue Feb 19, 2008 03:15 Posts: 452
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It'd be good if you could somehow fit in a midpower troop (something like 6/6). They could act as a spire and also disregard magic shield. Just throwing an idea out there.
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We Are Wolf
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Posted: Sat Mar 22, 2008 04:11 |
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Joined: Mon Dec 10, 2007 03:46 Posts: 131
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I don't know about making the spire unit cost runes because that wouldn't amount to much mage power As for giving a unit mage power, that sort of goes against the theme, which I'm trying to keep I think making the spy unit a spireish one would be cool I could take away the 1 spy power from it period and just have it so that each one counted as a spire or something
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Simon
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Posted: Sat Mar 22, 2008 06:23 |
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Joined: Tue Feb 19, 2008 03:15 Posts: 452
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No, without mages and spies they'd be totally hopeless. You need to keep the spy.
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Belgarion
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Posted: Sat Mar 22, 2008 08:04 |
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Joined: Sat May 15, 2004 05:20 Posts: 322
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1. I like the not being able to cast spells. It is a penalty, but can be overcome with teamwork. 2. Dont complicate it by adding units that act like spires. 3. Increase the cost of the 15/15. At the moment it is too close in cost to the 10 point units. 261.5 g/point against 274.3g/point. Throw in the 20 less cas and turtle ability and it is way too good for that price. 4. Current unit numbers just make it another zon/DE type race. This game doesn't need another one of those. I would suggest making the defensive unit 0/8, the offensive one 10/2. With the 15/15 it becomes a sort of a balance between zon/zorb. 5. I am not sure about the power of the alchs/labs as homes. I personally would have about 40% labs/homes, 30% DM by 1500 acres. Couple this with the unbelievable efficiency and it makes this race completelt broken. I understand that you want to penalise them in pop, but this actually gives them a huge benefit. 140% land effectively.
I would suggest that you simply remove homes. Trolls had no homes & -pop, zorb have -pop... so just go no homes and leave the rest.
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Belgarion
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Posted: Sat Mar 22, 2008 08:16 |
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Joined: Sat May 15, 2004 05:20 Posts: 322
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Yep, thinking about it some more, alchs that ALSO act as homes are so completely broken it is unbelievable
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