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IMmoR
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Posted: Mon Apr 26, 2010 16:18 |
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Joined: Mon Jan 19, 2009 15:55 Posts: 123 Location: Perak, Malaysia
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Race: Lycans Alignment: Evil Main Overview: A group of werewolf awaked from their sleeping of few ages. After they woke up, they started to spread their Lycan virus to human beings with their bites. The Lycan virus aggressively overtakes a normal human's physiology, causing them to become a Lycan. Many Lycans came out into elveron until they started to assembly a huge horde of Lycans army and prepared to rule this chaotic world of elveron. Bonuses and Penalties: +10% Diamond Production. +5% population Military: Code: Name OP DP Ret Train CAS MAG SPY COST Lycan Warior 4 2 12 9 150 - - 580g Gray Wolf 2 2 12 9 100 - - 260g Werewolf 6 4 10 12 100 - - 1070g Lycan Elder 3 6 12 12 75 - - 1055g Vargamor - - - 9 - 1 - 1000g Werefox - - - 9 - - 1 1000g Wolfman 0.5 - - - 450 - - 120g - Lycan Wariors and Gray Wolves are trained directly from peasants. - Werewolves gain +0.1 offenses for every 48 hours of game time. - Lycan Elders gain +3 offenses in night time. - Wolfmans produce 3.5 gold / hour only when at home. Spells: - Full Moon (self) – Increases trainable workers per hour by 100%. (Suggested MD cost: 2xLandsize) Building: • Iron Mine – Lycans cannot build Iron Mine. • Frost Temple – Lycans cannot build Frost Temple. • Guild Quarter – Lycans cannot build Guild Quarter. • Alchemy – Lycans cannot build Alchemy. • Slave Pit – Lycans cannot build Slave Pit. • Spire – Lycans cannot build Spire. • Academy – Lycans cannot build Academy. • Laboratory – Lycans cannot build Laboratory. • Tavern (Forest) - Increases offense and defense with 0.80 * Tavern% (no max). Notes: Price for Werewolf need to be adjusted for every round of different length. 970 - round of 3 weeks length, 1020 - round of 4 weeks length, 1070 - round of 5 weeks length, (Recommend this for all round length) 1120 - round of 6 weeks length. Latest Change: Racial Bonus: +5% population • Tavern (Forest) - Increases offense and defense with 0.80 * Tavern% (no max).
_________________ 080 says: he is getting out of class to go to the "washroom" lol Immor says: ah, ok, "stomachache" 080 says: aha ya Immor says: tell Lordrahl be careful and dont drop his iphone into the toilet bowl 080 says: lolz
Last edited by IMmoR on Mon May 10, 2010 17:06, edited 10 times in total.
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IMmoR
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Posted: Mon Apr 26, 2010 16:26 |
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Joined: Mon Jan 19, 2009 15:55 Posts: 123 Location: Perak, Malaysia
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Comment of Creator: Lycans is second race that i have created. Lycans race is a simple, easy and new players friendly race. It is created purposely for new players (of course, all players are welcomed to use them if they can join into elveron once day). I have removed all "complicated" building and just remain few basic building for this race. However, the "free" bonus on Werewolves still make them be a very competitive race in elveron.
Same as vampire, they are troops of full gold. Different from vampire, they don't need to follow the day/night schedule of the game, however, the defense unit, Lycan Elders will give better offense at night time to help in attack.
Finally, whoever also are welcomed to comment on this Lycans race. Thanks.
_________________ 080 says: he is getting out of class to go to the "washroom" lol Immor says: ah, ok, "stomachache" 080 says: aha ya Immor says: tell Lordrahl be careful and dont drop his iphone into the toilet bowl 080 says: lolz
Last edited by IMmoR on Tue Apr 27, 2010 01:38, edited 1 time in total.
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080
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Posted: Mon Apr 26, 2010 18:50 |
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Joined: Thu Oct 09, 2008 07:08 Posts: 645
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I like this race  The price for Werewolf is probably a bit too low since in a 5 week round you can have a 7.5 unit for 1180 + 120 = 173.3 gold per point. The price should probably be raised to 1250g (just my suggestion)
_________________ Oh Eighty ____________________ Wonderland says he is pwning you with a wooden spoon! Immor says i use chopstick
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IMmoR
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Posted: Tue Apr 27, 2010 01:30 |
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Joined: Mon Jan 19, 2009 15:55 Posts: 123 Location: Perak, Malaysia
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In my opinion, the price for Werewolf need to be adjusted for every round of different length. I suggest: 1080 - round of 3 weeks length, 1130 - round of 4 weeks length, 1180 - round of 5 weeks length, 1230 - round of 6 weeks length. 
_________________ 080 says: he is getting out of class to go to the "washroom" lol Immor says: ah, ok, "stomachache" 080 says: aha ya Immor says: tell Lordrahl be careful and dont drop his iphone into the toilet bowl 080 says: lolz
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MisterBarca
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Posted: Tue Apr 27, 2010 15:18 |
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Joined: Wed Jun 17, 2009 23:09 Posts: 1288
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This race cannot build either Alchemies or Laboratories. Can it still compete? I have actually never seen a race that can build neither buildings.
I've also not seen a race that can't build Academies--so this race cannot be played by XP players.
Too restrictive, in my opinion.
_________________ Our pack's Royal Family Message every round now:
"Please don't hit active guys with huge OP--even if they leave land DP!!!"
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IMmoR
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Posted: Tue Apr 27, 2010 15:41 |
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Joined: Mon Jan 19, 2009 15:55 Posts: 123 Location: Perak, Malaysia
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MisterBarca wrote: This race cannot build either Alchemies or Laboratories. Can it still compete? I have actually never seen a race that can build neither buildings.
I've also not seen a race that can't build Academies--so this race cannot be played by XP players.
Too restrictive, in my opinion. This race is created purposely for new player. I dont believe new player know that how academy, alchemy and lab function, so, i just removed them and want them to focus on basic building and econ. I believe that special "bonus" from Werewolves still can make them be a competitive race.
_________________ 080 says: he is getting out of class to go to the "washroom" lol Immor says: ah, ok, "stomachache" 080 says: aha ya Immor says: tell Lordrahl be careful and dont drop his iphone into the toilet bowl 080 says: lolz
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jzmoney
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Posted: Tue Apr 27, 2010 21:25 |
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Joined: Fri May 22, 2009 19:51 Posts: 199 Location: United States
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What about new players playing for xp?
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MoD
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Posted: Tue Apr 27, 2010 22:39 |
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Joined: Sun May 01, 2005 14:44 Posts: 2185 Location: The Netherlands
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What exactly makes this race better / easier than other races? I don't see why this should be implemented.
_________________ » 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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quaffle
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Posted: Tue Apr 27, 2010 22:40 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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This race cant even compete though, no smart veteran would want their newbie to play a bad 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
Last edited by quaffle on Tue Apr 27, 2010 22:45, edited 1 time in total.
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MisterBarca
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Posted: Tue Apr 27, 2010 22:43 |
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Joined: Wed Jun 17, 2009 23:09 Posts: 1288
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IMmoR wrote: MisterBarca wrote: This race cannot build either Alchemies or Laboratories. Can it still compete? I have actually never seen a race that can build neither buildings.
I've also not seen a race that can't build Academies--so this race cannot be played by XP players.
Too restrictive, in my opinion. This race is created purposely for new player. I dont believe new player know that how academy, alchemy and lab function, so, i just removed them and want them to focus on basic building and econ. I believe that special "bonus" from Werewolves still can make them be a competitive race. Unless someone can run the numbers in a fashion comprehensible to humanities folks like me, I will remain unpersuaded that this race can be competitive. Moreover, why would you want to run a race that teaches new players not to construct Alchemies/Laboratories? Shouldn't they be taught the fundamentals as quickly as possible? Encouraging new players not to construct Alchemies/Laboratories will simply mean that they will develop bad habits.
_________________ Our pack's Royal Family Message every round now:
"Please don't hit active guys with huge OP--even if they leave land DP!!!"
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MisterBarca
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Posted: Tue Apr 27, 2010 22:45 |
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Joined: Wed Jun 17, 2009 23:09 Posts: 1288
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quaffle wrote: This can cant even compete though, no smart veteran would want their newbie to play a bad race. Holy shit. I agree with Quaffle on a substantive issue. Immor: Really, you are a very knowledgeable player, but when everyone (thus far) starts agreeing with Quaffle and not you, then you should really, really re-consider! 
_________________ Our pack's Royal Family Message every round now:
"Please don't hit active guys with huge OP--even if they leave land DP!!!"
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Lordrahl22
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Posted: Wed Apr 28, 2010 00:09 |
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Joined: Wed Nov 25, 2009 04:56 Posts: 455 Location: True as toasted toads
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Quote: This race is created purposely for new player. I dont believe new player know that how academy, alchemy and lab function, so, i just removed them and want them to focus on basic building and econ. I believe that special "bonus" from Werewolves still can make them be a competitive race. Ive randomed a few times, and new players may not know how these buildings work, but they definitely do use them. As for the question if they are beneficial in the numbers they build is irrelavant. They still built them and might be turned off from a race without so many common buildings. All the randomers also strangely love their heroes (with a passion), and reducing the chance of them getting them will not sit well. The werewolves special ability is pretty cool, something i havent seen before personally. But, im a little worried about their low price. A 196 gpp isnt too bad, but when the round progresses is what im worried about. But I do like the concept.
_________________ Nick says: brb putting pizza in the oven lol typing it so much fun like think about it you're pressing lil buttons lol
Shane says: haha
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IMmoR
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Posted: Wed Apr 28, 2010 07:28 |
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Joined: Mon Jan 19, 2009 15:55 Posts: 123 Location: Perak, Malaysia
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Sorry, the race is not for xper.
Sill remember the 1st round of me, i don't even know what is alchemy and lab, but i built them. Haha. In my opinion, new players will take longer time to understand how alchemy and lab work properly if they are not under guide of veteran players. There are a lot of new players are in the ghetto for few rounds before they meet veteran players.
Anyway, we can treat the "simple" as unique of this race, there are race with no tav, no home, no gold mine or no slave pit, why cant be a race with no alchemy and lab? I still work hard to cover the weakness of this race when no alchemy and lab. Simply reduce the price of werewolves can make them quite strong even they don't have alchemy and lab in late game.
The simple of this race is building, u no need to think when u need to start to build alchemy or lab, also, u no need spend time to think about other removed buildings. There is more and more complicated race in evil side nowadays, in my opinion, there should a simple race for evil, a race more simple than vampire (vampire need to follow day/night schedule).
Anyway, i wont add either alchemy or lab to them, i just will edit the price of werewolves to balance their power. thanks for the comment u all give. appreciate.
_________________ 080 says: he is getting out of class to go to the "washroom" lol Immor says: ah, ok, "stomachache" 080 says: aha ya Immor says: tell Lordrahl be careful and dont drop his iphone into the toilet bowl 080 says: lolz
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IMmoR
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Posted: Wed Apr 28, 2010 07:45 |
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Joined: Mon Jan 19, 2009 15:55 Posts: 123 Location: Perak, Malaysia
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Change Log:
Notes: Price for Werewolf need to be adjusted for every round of different length. 970 - round of 3 weeks length, 1020 - round of 4 weeks length, 1070 - round of 5 weeks length, (Recommend this for all round length) 1120 - round of 6 weeks length.
_________________ 080 says: he is getting out of class to go to the "washroom" lol Immor says: ah, ok, "stomachache" 080 says: aha ya Immor says: tell Lordrahl be careful and dont drop his iphone into the toilet bowl 080 says: lolz
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quaffle
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Posted: Wed Apr 28, 2010 08:49 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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New players that don't read the guide will build anything. A player with any math skills that reads the guide will understand, like you, the basics of the game after their first round of experimenting.
_________________ 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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