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 Post subject: Synthetic
PostPosted: Fri Mar 21, 2008 16:28 
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Joined: Mon Dec 10, 2007 03:46
Posts: 131
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


Spells
Rezoning "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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 Post subject: Re: Synthetic
PostPosted: Fri Mar 21, 2008 16:58 
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Joined: Tue Jan 04, 2005 12:28
Posts: 2570
Location: The Netherlands
I like the race concept and 'theme'. Dunno about prices and buildings balancing etc, but the race is cool :D


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 Post subject: Re: Synthetic
PostPosted: Fri Mar 21, 2008 17:02 
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Joined: Mon Feb 05, 2007 21:05
Posts: 2052
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.

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 Post subject: Re: Synthetic
PostPosted: Fri Mar 21, 2008 17:12 
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Joined: Mon Dec 10, 2007 03:46
Posts: 131
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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 Post subject: Re: Synthetic
PostPosted: Fri Mar 21, 2008 17:22 
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Joined: Sat Sep 29, 2007 12:15
Posts: 81
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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 Post subject: Re: Synthetic
PostPosted: Fri Mar 21, 2008 18:07 
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Joined: Tue Feb 19, 2008 03:15
Posts: 452
Maybe give them a defensive unit that acts as a spire.


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 Post subject: Re: Synthetic
PostPosted: Fri Mar 21, 2008 18:11 
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Joined: Mon Dec 10, 2007 03:46
Posts: 131
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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 Post subject: Re: Synthetic
PostPosted: Fri Mar 21, 2008 18:45 
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Joined: Sat Aug 18, 2007 03:13
Posts: 825
maybe your could make a unit that acts like a spire and costs runes.

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 Post subject: Re: Synthetic
PostPosted: Fri Mar 21, 2008 20:01 
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Joined: Sun Mar 14, 2004 22:16
Posts: 1329
Location: Knighthood
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.

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 Post subject: Re: Synthetic
PostPosted: Sat Mar 22, 2008 01:03 
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Joined: Sun May 01, 2005 14:44
Posts: 2185
Location: The Netherlands
And with the new Stealth-spell , you can use like 10 SoM's to get top op.. it is quite accurate that way.

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 Post subject: Re: Synthetic
PostPosted: Sat Mar 22, 2008 03:41 
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Joined: Tue Feb 19, 2008 03:15
Posts: 452
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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 Post subject: Re: Synthetic
PostPosted: Sat Mar 22, 2008 04:11 
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Joined: Mon Dec 10, 2007 03:46
Posts: 131
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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 Post subject: Re: Synthetic
PostPosted: Sat Mar 22, 2008 06:23 
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Joined: Tue Feb 19, 2008 03:15
Posts: 452
No, without mages and spies they'd be totally hopeless. You need to keep the spy.


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 Post subject: Re: Synthetic
PostPosted: Sat Mar 22, 2008 08:04 
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Joined: Sat May 15, 2004 05:20
Posts: 322
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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 Post subject: Re: Synthetic
PostPosted: Sat Mar 22, 2008 08:16 
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Joined: Sat May 15, 2004 05:20
Posts: 322
Yep, thinking about it some more, alchs that ALSO act as homes are so completely broken it is unbelievable


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