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 Post subject: Mancer
PostPosted: Mon Jun 09, 2008 23:38 
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Joined: Mon Dec 10, 2007 03:46
Posts: 131
Race: Mancer

Alignment: Evil

Main Overview:
Long ago a group of Coven deserted their brethren and left to pursue dark acts. At the top of their agenda was immortality, which they thought their magical expertise would allow them to conquer. They worked closely with the Vampires in order to perfect this forbidden attribute, but were fruitless for centuries. Finally, a group of them managed to channel magic from their deceased ancestors, turning spiritual immortality into terrestrial. However, the channeled magic turned into an affliction - those affected were transfigured into grotesque creatures, and continued to deteriorate until they became Incarnates of evil.

Bonuses and Penalties:
+5% Corruption
Cannot invest in Policing
Cannot Conquest
All citizens consume 0.3r/hour instead of food

Military:
Code:
Name           Att.  Def.  Ret  Trn  Cas  Mages  Spies  Price
Mutant          3     1     12    9  150                 300g
Degenerate      1     3     12    9  150                 300g
Graverobber     6           12   12   -                 1000g, 75r 
Cadaver               6          12   -                  950g, 60r       
Incarnate       4     4     12    -   -                     -
Channeler                        12         1     .5    1500g, 50md
Initiate                                                 100g

-Mutants and Degenerates are trained directly from peasants.
-Graverobbers, Cadavers, and Incarnates are immortal, except when attacking below 67% of your kingdom's size.
-Some Graverobbers and Cadavers at home die every hour and are instantly reborn into Incarnates.

Spells
Iron Will - SELF - All military units stop eating and Graverobbers and Cadavers stop dying. Graverobbers, Cadavers, and Incarnates casualties become 200.

Building Differences:
Farm - Cannot build
Home (Safehouse) - Highland
Iron Mine (Nutrient Mine)
Court House (Quarantine)
Laboratory (Clandestine)

____________________________________________________________

Here's an interesting tweak on the immortal units idea.

I was thinking 5% for amount of Graverobbers and Cadavers that are die every hour, and I was wondering if some of that percentage should not be reborn at all (maybe 25%?). Also, I'm not sure how much casualties the spell should create, or if I should even keep that spell. As always, I would appreciate some pricing tips.


Last edited by We Are Wolf on Thu Jun 19, 2008 23:26, edited 4 times in total.

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 Post subject: Re: Mancer
PostPosted: Mon Jun 09, 2008 23:50 
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Joined: Thu May 06, 2004 12:32
Posts: 113
The spell is kind of stupid, since you'll obviously want it on 24/7 and just cancel it whenever you attack.. Also, all the units are mighty cheap.


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 Post subject: Re: Mancer
PostPosted: Wed Jun 11, 2008 03:48 
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Joined: Mon Dec 10, 2007 03:46
Posts: 131
That's what I was thinking with the spell
I'm still wondering on a way to skirt around the Dispell part, or just get a better a spell

Maybe something that would fit with the theme, like this:
Blood Tide - SELF - Incarnate's atk/def becomes 8/0 at night and 0/8 at day

Or maybe:
Blink - SELF, ONE-TIME - Reduces return time for all troops by two hours. The spell only works if your target is at least 67% of your land size. The spell won't be used if you fail the attack.

As for pricing, if you have any suggestions feel free to offer them


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 Post subject: Re: Mancer
PostPosted: Wed Jun 11, 2008 20:55 
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Joined: Thu May 06, 2004 12:32
Posts: 113
The pricing obviously depends hugely on the effective size of the units if you change the spell so that they actually downgrade to the 4/4 unit. If the conversion rate is anywhere near 1% or higher, you'll be running an army mostly made out of incarnates. If that will be the case, the prices are probably close to right. However if you're planning on that, they will be pretty inefficient spacewise so you might want to give them something like +5% to population.

I think also that you should add something like "immortal on succesfull non-bottomfeeding attacks" so that you can't just send your offense away every 12 hours to keep them from dying as well.


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 Post subject: Re: Mancer
PostPosted: Wed Jun 11, 2008 20:57 
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Joined: Thu May 06, 2004 12:32
Posts: 113
... and by prices I meant the elite prices.. Mutants and degenerates cost have to be increased atleast by 100g


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 Post subject: Re: Mancer
PostPosted: Wed Jun 11, 2008 22:08 
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Joined: Mon Dec 10, 2007 03:46
Posts: 131
joulukuu wrote:
The pricing obviously depends hugely on the effective size of the units if you change the spell so that they actually downgrade to the 4/4 unit. If the conversion rate is anywhere near 1% or higher, you'll be running an army mostly made out of incarnates. If that will be the case, the prices are probably close to right. However if you're planning on that, they will be pretty inefficient spacewise so you might want to give them something like +5% to population.

I think also that you should add something like "immortal on succesfull non-bottomfeeding attacks" so that you can't just send your offense away every 12 hours to keep them from dying as well.


Added that bottomfeeding clause in there, thanks for that

As for the lesser units' prices, I thought because they had higher casualties the prices could be a bit lower
I was debating on whether to do the traditional thing and make the defensive unit a bit more expensive, but seeing how it'd probably be the lesser used, I decided to make em equal

I'll all but definitely take away that spell, so you can pretty much disregard it
That said, I hope the prices are right (as you said)


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 Post subject: Re: Mancer
PostPosted: Fri Jun 13, 2008 13:54 
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Joined: Thu May 06, 2004 12:32
Posts: 113
Ah I see, you already said that they would convert with 5% rate, I'm just blind :) I think that's way too high unless you are absolutely planning on having almost entirely incarnates. For example in 24 hours you'd be left with only 30% of the troops you had before. You could easily downgrade it to, say, 0.5% in which case you'd convert the same 70% in approximately 240 hours or 10 days. Even with the latter rate, you'll be using mostly incarnates as defense the entire round and for that, you absolutely need a population bonus or some other kind of boost.


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 Post subject: Re: Mancer
PostPosted: Fri Jun 13, 2008 23:03 
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Joined: Mon Dec 10, 2007 03:46
Posts: 131
I don't think it'd be good to lower that amount because right after the time it takes to convert them (10 days with your suggestion), you'll still have all the others that you've trained since then
Their conversion rate could probably be 48 hours maximum because it should actually have an impact on how you train your troops

I could give them a pop. bonus if needed, sure


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 Post subject: Re: Mancer
PostPosted: Thu Jun 19, 2008 23:27 
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Joined: Mon Dec 10, 2007 03:46
Posts: 131
Are immortal units just too overpowered?
I'd like some input on the race other than from one person


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