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 Post subject: Sorcerers
PostPosted: Wed Jun 23, 2010 09:26 
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Joined: Fri May 22, 2009 19:51
Posts: 199
Location: United States
Race: Sorcerers
Alignment: Evil

Main Overview: The Sorcerers are a loose collection of wizards, mages, and spellcasters who have left their home nations to escape persecution or isolation. They include the outcasts, the banished, and those forbidden to practice their magic. They have come together in union to freely practice their magical arts. The Sourcerers cannot attack by conventional means, instead relying on magic. Although few, their power is great.

Bonuses and Penalties:
-25% population
-50% magic dust decay

Code:
NAME                ATT DEF RET TRN  CAS MAG SPY PRICE
Spellcaster          1   1   12  9  100% .04     250g, 100m
Enchanter                4       9  100% .04     200g, 70m
Wizard               2   8   12  12 100% .08     600g, 350m
Skeleton             1               *
Gargoyle             6               *
Seer                                      .5  1  500g, 375m
Enchanter           ---------  WORKER  --------- 90g
- Skeletons are summoned magically by Spellcasters, do not require housing and do not eat.
- Gargoyles are summoned magically by Wizards, do not require housing, and do not eat.
- All Skeletons and Gargoyles die when attacking. 10 magic dust is recovered from each Skeleton and 25 magic dust is recovered from each Gargoyle after battle.

Spells
Summon -- SELF, INSTANT Each Spellcaster magically summons, at most, 3 skeletons. Each Wizard magically summons, at most, 1 Gargoyle. This spell can only be cast once every 12 hours. (That is, you cannot summon more Skeletons than 3x Spellcasters or more Gargoyles than Wizards. This spell will override any existing skeleton and gargoyle numbers.) [cost: land X ?]

Building differences:
Dwelling (Home) -> Highland

Void (Court House) -> Tundra

Spire -> Forest


This is pretty much a sketch. I know it needs a lot of work to balance and price.

I'd really like to hear feedback on the concept. The pricing can come after the mechanics.


Last edited by jzmoney on Sat Jun 26, 2010 10:13, edited 9 times in total.

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 Post subject: Re: Sourcerers
PostPosted: Wed Jun 23, 2010 09:26 
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Joined: Fri May 22, 2009 19:51
Posts: 199
Location: United States
CHANGELOG

-fixed spelling

-added limit to number of skeletons and gargoyles that can be summoned.

-Gargoyles changed from 8/0 to 6/0

-removed hourly deaths (5%) on Skeletons and Gargoyles since it was pretty useless.

-added 12 hour limit on recasting spell.

-


Last edited by jzmoney on Sat Jun 26, 2010 10:14, edited 5 times in total.

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 Post subject: Re: Sourcerers
PostPosted: Wed Jun 23, 2010 13:37 
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Joined: Wed Mar 17, 2004 18:50
Posts: 3054
Location: Umeå, Sweden
It is spelled sorcerer, without the u.

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 Post subject: Re: Sourcerers
PostPosted: Wed Jun 23, 2010 13:41 
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Joined: Tue May 29, 2007 20:11
Posts: 1410
Location: Don't be a Stalker....
You cant tell him how the name of his own race is spelled!

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 Post subject: Re: Sourcerers
PostPosted: Wed Jun 23, 2010 15:53 
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Joined: Fri May 22, 2009 19:51
Posts: 199
Location: United States
Kalle wrote:
It is spelled sorcerer, without the u.

oops. guess that's why i don't normally use notepad to type things. no spellcheck.


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 Post subject: Re: Sorcerers
PostPosted: Wed Jun 23, 2010 21:46 
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Joined: Wed Mar 17, 2004 18:50
Posts: 3054
Location: Umeå, Sweden
What happens if you explore with wizards?
and you got like 1k towers on 2k land.

Spells
Summon -- SELF, INSTANT Each Spellcaster magically summons 3 skeletons. Each Wizard magically summons 1 Gargoyle. [cost: land X 2?]

50k is 25 summonings per hour. And if you got 10k wizards you get 80k raw power per hour. You could basically hit a top player every hour, or double four of them. :-)

It needs to cost a lot more it seems.

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 Post subject: Re: Sorcerers
PostPosted: Wed Jun 23, 2010 22:37 
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Joined: Thu Jun 14, 2007 19:39
Posts: 554
id rather just see a reduction in the amount of op a gargoyle has. drop that to 3-4 op maybe. and increase spell cost i guess. hmm...or add in 2 wizards make 1 gargoyle or sumthin. but even then, a mid round spec push running the full tower strat could produce incredible amounts of op as well. run an exploring strat w/ wizards, make a spec push w/ sorcerers, then use the spell. you could get an extra 15k op pretty easily outa that.


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 Post subject: Re: Sorcerers
PostPosted: Wed Jun 23, 2010 22:41 
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Joined: Fri May 22, 2009 19:51
Posts: 199
Location: United States
I forgot to add in that the amount Summon creates does not build on existing numbers of skeletons and gargoyles. so the amount summoned is really a *max* summoned.

The idea is that skeletons and gargoyles are to be summoned the same tick as an attack. Also, the pricing for spellcasters and wizards should take the price of skeletons and gargoyles into effect as well, so spellcasters are really 4/1 units and wizards are really 8/8 units. then the cost of summon should not be all that expensive. in fact, it should be factored in to the cost of wizards and spellcasters.


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 Post subject: Re: Sorcerers
PostPosted: Thu Jun 24, 2010 00:21 
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Joined: Thu Jun 14, 2007 19:39
Posts: 554
whats the point of having 5% decay on the troops if they dont build on the currently existing numbers?


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 Post subject: Re: Sorcerers
PostPosted: Fri Jun 25, 2010 05:28 
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Joined: Fri May 22, 2009 19:51
Posts: 199
Location: United States
well...
i didn't want someone to be able to train tons of offense then just sit on it and sack units. but i guess that would never really be an issue since you'd have to sack your elite defense so it is pretty pointless.

like i said, this is something of a working draft but you guys will have more thoughts than i will alone.


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 Post subject: Re: Sorcerers
PostPosted: Sat Jun 26, 2010 00:46 
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Joined: Tue Apr 22, 2008 05:24
Posts: 790
there needs to be some kind of delay to troop production.

potentially a kd could make a TON of hits every hour by recasting the spell. Perhaps a 12 hour delay on recasting? or a 12 hour delay on troop arrival from the casting.

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 Post subject: Re: Sorcerers
PostPosted: Sat Jun 26, 2010 10:13 
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Joined: Fri May 22, 2009 19:51
Posts: 199
Location: United States
ah, yes of course.


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 Post subject: Re: Sorcerers
PostPosted: Fri Jul 30, 2010 10:10 
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Joined: Sat May 23, 2009 07:45
Posts: 44
Just some thoughts...
How about you have to send spellcasters & wizards on attack, and the skeletons & gargoyles are thier bodyguards. Cast spell, spell summons 3 skeletons match to each spellcaster and 1 gargoyle match to each wizard. This allows you to make multiple attacks without having overpowering ability to create huge op.
Drop recovered md from death's of skeletons & gargoyles & add to death's of spellcasters & wizards.
You will be having 20% gq's at all times, so cost of units will have to go way up, which means lots of towers (15% maybe more), so maybe no population drop & even less decay(-75%) for md.

CRAZY IDEA - Make skel & goyle have dp also.(skele=1,goyle 6) Drop dp from wizards to 2, this allows hourly deaths for skele & goyles again(10-20%/hr). Also casualties around 500% for skele & goyle. This makes spell more useful & relevent. To keep op/dp going requires multply castings per day.

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