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 Post subject: The Swarm (Zerg/Tyranid)
PostPosted: Fri Dec 16, 2011 05:39 
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Joined: Mon Aug 01, 2011 18:46
Posts: 64
Race: The Swarm
Alignment: Evil

Description:
The Swarm is a throughly virulent race of unknown origin that appeared and desolated entire regions with little rhyme or reason, not for conquest, but to pursue their unerring goal to devour and assimilate the multitude of races that reside in Elveron for further evolution and reproduction.

A seemingly feral species that lack sentience and devoid of any signs of civilization like language, science, technology or construction it appeared to be intelligent and is capable of engaging in tactics and could rely on its multitude of biological processes to provide for its various needs.

It is an insectoid race composed of a motley assortment of nightmarish creatures ranging from the swift Hiveling to the massive Behemoth that can feed their army for weeks or crush an opposing army in seconds. Scholars believe that there are possibly many unnamed horrors that further skirmishes may reveal as they mutate with each battle.

Bonuses/Penalties:
  • -90% resource decay
  • -80% rezone cost
  • Starts with 120,000 Food, 25,000 Magic Dust and 120,000 Lumber.

Military:
Code:
Name            Atk  Def  Ret  Trn  Cas  Mage  Spy  Cost
Hiveling        2    3    10   9    150               400g
Nydralisk       4    2    12   9    100               800g
Galophant            9    12   12    80               3000l
Direvore        9         12   12    80               400dm
Behemoth        7    7    12   12    80               3000fd
Psionic Pupae                  6           1     1    1500m
Larva                                                 100g


Racial Spell:
  • Bio Recycler (SELF, ONE TIME) - Instantly sacrifice all units in training for 30% of their resourse cost.
  • Frenzy (SELF, ONE TIME) - Increase casualties by 30% and decrease return time by 2 hours for next attack.

Building Differences:
  • Cannot build Saw Mill
    Cannot build Towers
    Cannot build Farms
    Cannot build Diamond Mine

  • Hive(grassland) - Home

  • Galophant Mound(forest) - Mutates 0.2*Galophant Mound % of Hivelings and Nydralisks sent to Galophant on all attacks and defenses

  • Dire Den(highland) - Mutates 0.2*Dire Den % of Hivelings and Nydralisks sent to Direvore on all attacks and defenses

  • Behemoth Cavern(mountain) - Mutates 0.2*Behemoth Cavern % of Hivelings and Nydralisks sent to Behemoths on all attacks and defenses

  • Pupae Pit(swamp) - Mutates 0.2*Pupae Pit % of Hivelings and Nydralisks sent to Psionic Pupae on all attacks and defenses

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The Swarm (Zerg/Tyranid like?) viewtopic.php?f=18&t=17112


Last edited by zeminith on Tue Dec 20, 2011 18:57, edited 4 times in total.

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PostPosted: Fri Dec 16, 2011 05:47 
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Joined: Mon Aug 01, 2011 18:46
Posts: 64
Design Notes / FAQ

  • What's unique about this race?
    The core concept of this race is that it "feeds on itself". It is unable to build secondary resource buildings and must rely on saccing their elite units for resources.

  • So how does the elite units come about then?
    Which brings us to the second concept of this race: using buildings as tech trees.
    Elites are trained from conversions of the spec units. The type and quantity of conversions are determined by the buildings you build!
    If you want to train elite offense you build more of building A, elite defence building B, mage/spires building C etc
    If you want to have more lumber, you would build more of building A for greater conversions which you would eventually sac.

    Say for example you want more elite defence unit (0,9) or need more lumber for construction (through saccing the unit), you would build more Galophant Mound to increase their conversion rate/amount.


  • Of note is that unlike other conversions, this race gets conversions on bounces and attacks below 67%. I realise that it would be near impossible to preserve the concept or play this race if this isn't so (except maybe XP play).

    A consequence of this design would be that this race would have to do some cute periodic bounces or razing at 50-67% land for conversions either for essential resources or to train their elite units. I guess this would fit into the theme of The Swarm ravaging through Elveron indiscriminately. It may also make for some interesting interactions where one would bounce off their competition "for fun". An additional dimension would be that land players maybe more inclined to help their XP realmates by razing opposing XP kingdoms.


Random notes:
  • Anarchy, Blizzard, Fertility have reduced effectiveness.
  • Some heroes' and item bonus become useless to this race.
  • This race's OP/DP may fluctuate abit: Saccing Dp when you want to build something, saccing OP when you want to invest, saccing some OP and DP to feed your population.

Racial Issues:
  • This race may become vulnerable when away if its stockpile of food is whittled down (Flame Burst or Steal Food Ops), as it will starve. Wondering with the current game state would it still be able to survive.

Rationale:
  • -90% resource decay added to reduce the amount of activity required to play the race (being able to stockpile say 8 hours of food before proceeding to sleep)
  • Racial Spell-Bio Recycler provides an option should one need resources immediately, ie attack someone for conversions than use the spell to sac all the converted units undergoing training instead of waiting for them to finish training.
  • The other racial spell (Frenzy) is somewhat like the opposite of Gryphon's Aerial Evasion spell. I wanted something that could allow them to farm faster(8h return) and could be an option in their attack too.
  • -80% rezone cost added to allow this race some degree of flexibility when it needs to change its unit compositions or to have more of certain resources.
  • Gave them boosted starting resources as they dont have and cant build production buildings. Based on estimates, these resources should last them till OOP.

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The Swarm (Zerg/Tyranid like?) viewtopic.php?f=18&t=17112


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PostPosted: Fri Dec 16, 2011 05:48 
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Joined: Mon Aug 01, 2011 18:46
Posts: 64
Version Revision History:
1.0 - (16/12/2011) Initial Launch
1.1 - (21/12/2011) Conversion ratio down from 0.5 to 0.2. / Train times of converted units increased to 12 = more adaptable push

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The Swarm (Zerg/Tyranid like?) viewtopic.php?f=18&t=17112


Last edited by zeminith on Tue Dec 20, 2011 19:03, edited 1 time in total.

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PostPosted: Fri Dec 16, 2011 05:53 
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Joined: Mon Aug 01, 2011 18:46
Posts: 64
Alright folks, will greatly appreciate any feedback/advices. Thanks!

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The Swarm (Zerg/Tyranid like?) viewtopic.php?f=18&t=17112


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PostPosted: Tue Dec 20, 2011 17:51 
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Joined: Sat Oct 22, 2011 02:10
Posts: 27
Like the concept but the buildings sound a bit confusing how about...











Galophent Mound (forest) Trains 0.5*Galophent Mound % of hivelings and Nydralisksas Galophants.

Or maybe I'm just misunderstanting. :?


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PostPosted: Tue Dec 20, 2011 18:45 
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Joined: Mon Aug 01, 2011 18:46
Posts: 64
zeminith wrote:
Galophant Mound(forest) - Mutates 0.2*Galophant Mound % of Hivelings and Nydralisks sent to Galophant on all attacks and defenses
(p.s i nerfed their conversion ratios)


Basically say you built 10% of your land into Galaphant Mounds.
10%*0.2 = 2% conversion from the building.
Next you sent 1000 Hivelings and 2000 Nydralisks off to attack.
1000*0.02=20 Hivelings will be converted to Galophants.
2000*0.02=40 Nydralisks will be converted to Galophants.

So off this attack you gained 60 Galophants which will finish training in 12 hours.

You may then say sacrifice all of them for lumber (60*3000*0.5=90,000lumber) for use in construction.

Or gained 60*9=540DP.

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The Swarm (Zerg/Tyranid like?) viewtopic.php?f=18&t=17112


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PostPosted: Tue Dec 20, 2011 19:29 
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Joined: Tue Feb 05, 2008 11:35
Posts: 335
like the idea - dislike the building ratios and uber resources

if 30% of your buildings are for op elites
30% are for dp elites
10% are for farms

thats only like 20% homes

you'll be running huge amounts of specs without the space or economy
think thats a fail




also if it has nothing to do with casulaties and its just sent.... then i would only use hivelings and will send as often as possible- more spec per gold. Is it every attack or only successful attacks?



so to fix - increase cov - decrease resource gains from elites - maybe have behemoth trainable as similar gold to farms (or expensive) so players have an option instead of sui


just thoughts n feedback :)
quite kool tho - i want a bug/nid race also

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PostPosted: Tue Dec 20, 2011 20:22 
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Joined: Sat Oct 22, 2011 02:10
Posts: 27
If the conversion applies to just sucssesful attacks then they need a huge pop boost to make up for the lack of homes and because most elites will be sacrificedd for resources. If unsucessful attacks count then decrease specs CAS.

Could be wrong just giving my 2 cents


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