Ranger - IMPLEMENTED

These suggestions are in the game
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Hardeep
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Ranger - IMPLEMENTED

Post by Hardeep » Tue Apr 28, 2015 12:27 am

Masters of the forest excellent bowmen dark green cloaks with bows at the ready, looks stealthy
high pierce armour low melee, good attack power, 5 or 4 mov, 6 attack range, moderate hp Same advantages
cost 4-5
Please put in suggestions and values as you see fit thanks!
THE WHITE HAND WILL NOT BE STOPPED!
ISENGARD WILL PREVAIL!
Durbgu nazgshu, Durbgu dashshu!
Durbgu nazgshu, Durbgu dashshu!

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silentz27
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Re: New unit: Rangers (upgrade)

Post by silentz27 » Wed Apr 29, 2015 11:20 am

Ahehe wait I will think what is the better sugestion
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Hardeep
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Re: New unit: Rangers (upgrade)

Post by Hardeep » Wed Apr 29, 2015 9:02 pm

You have my thanks
THE WHITE HAND WILL NOT BE STOPPED!
ISENGARD WILL PREVAIL!
Durbgu nazgshu, Durbgu dashshu!
Durbgu nazgshu, Durbgu dashshu!

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DoomCarrot
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Re: New unit: Rangers (upgrade)

Post by DoomCarrot » Thu Apr 30, 2015 1:56 am

I honestly picture a ranger as being well... a ranger. A balanced amount of stealth, melee skill, and archery skill. maybe medium armor.
The day is coming when a single carrot, freshly observed, will set off a revolution.

silentz27
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Re: New unit: Rangers (upgrade)

Post by silentz27 » Thu Apr 30, 2015 4:21 am

Hehe weakened than archer but more powerfull bcoz this is a ambush unit
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balint
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Re: New unit: Rangers (upgrade)

Post by balint » Sun May 03, 2015 9:26 pm

What about this:
Lower hp than archer, invisible to enemy when in forest, And backstab/stabbing skill which gives him a meele combat boost.
This is Hungary and winter is coming.

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ollie444
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Re: New unit: Rangers (upgrade)

Post by ollie444 » Mon May 04, 2015 7:22 am

What about an upgrade for longbow men?

Darkknight
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Re: New unit: Rangers (upgrade)

Post by Darkknight » Tue May 05, 2015 11:06 am

How about
cost 4
Hp 9
Attack 7
Range 5
Armor 0
Pierce armor 1
Speed 4
Sight 8
Spell resistance ?
Enemies cant see this unit if it is inside forest unless it is next to the enemy unit

silentz27
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Re: New unit: Rangers (upgrade)

Post by silentz27 » Wed May 13, 2015 10:21 am

He he good idea but we need the pic hehe
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Darkknight
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Re: New unit: Rangers (upgrade)

Post by Darkknight » Wed May 13, 2015 1:41 pm

What will be its spell resistance?

silentz27
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Re: New unit: Rangers (upgrade)

Post by silentz27 » Wed May 13, 2015 4:40 pm

Maybe
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ejm29
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Re: New unit: Rangers (upgrade)

Post by ejm29 » Thu May 14, 2015 10:16 am

Im thinking, spell resistance. ....... 80%?

Darkknight
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Re: New unit: Rangers (upgrade)

Post by Darkknight » Thu May 14, 2015 12:26 pm

ejm29 wrote:Im thinking, spell resistance. ....... 80%?
80% might be too high

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ejm29
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Re: New unit: Rangers (upgrade)

Post by ejm29 » Thu May 14, 2015 11:03 pm

Yes, but rangers are stealth/recon units. It only makes sence that they would be harder to turn than most (just my opinion :) )

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COOLguy
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Re: New unit: Rangers (upgrade)

Post by COOLguy » Fri May 15, 2015 1:42 am

Yeah, higher training level than your ordinary grunts.
Thanks!
Josh

silentz27
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Re: New unit: Rangers (upgrade)

Post by silentz27 » Fri May 15, 2015 5:35 am

That's fine
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max-damage
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Re: New unit: Rangers (upgrade)

Post by max-damage » Tue May 19, 2015 3:57 pm

this is a cool idea!! I like it!! ;)
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silentz27
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Re: New unit: Rangers (upgrade)

Post by silentz27 » Tue May 19, 2015 4:04 pm

Must be implemented soon
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max-damage
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Re: New unit: Rangers (upgrade)

Post by max-damage » Fri May 22, 2015 5:45 pm

ejm29 wrote:Yes, but rangers are stealth/recon units. It only makes sence that they would be harder to turn than most (just my opinion :) )
I agree....
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...

silentz27
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Re: New unit: Rangers (upgrade)

Post by silentz27 » Sun May 24, 2015 1:00 am

Agree
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First_Speaker
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Re: New unit: Rangers (upgrade)

Post by First_Speaker » Wed May 04, 2016 9:17 pm

Darkknight wrote: Enemies cant see this unit if it is inside forest unless it is next to the enemy unit
This is a great idea! Why was work on this stopped?

Maybe make it an upgrade for the longbow because they become useless once you get crossbows.
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Daruty
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Re: New unit: Rangers (upgrade)

Post by Daruty » Wed May 04, 2016 10:01 pm

I agree the longbowman is useless because of the crossbowman and the new roman sagittarius an upgrade for the longbowman would make it usefull again.

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Hardeep
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Re: New unit: Rangers (upgrade)

Post by Hardeep » Wed May 04, 2016 10:03 pm

Thank the lord for some sensible people! :D :D
THE WHITE HAND WILL NOT BE STOPPED!
ISENGARD WILL PREVAIL!
Durbgu nazgshu, Durbgu dashshu!
Durbgu nazgshu, Durbgu dashshu!

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COOLguy
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Re: New unit: Rangers (upgrade)

Post by COOLguy » Thu May 05, 2016 2:11 am

Um, I don't think they are quite useless. Remember, many people will have longbowman before the other upgrades.

But just for kicks does someone want to do a stat comparison battle versus the other range units? (esp. the new Roman guy) They ought to have more range if I remember right, but maybe less hp and armor.
Thanks!
Josh

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DoomCarrot
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Re: New unit: Rangers (upgrade)

Post by DoomCarrot » Thu May 05, 2016 2:24 am

Longbows are useless.....

Poison archers at least have some sort of use, I use them occasionally, but longbowmen are just.... Meh. :?
The day is coming when a single carrot, freshly observed, will set off a revolution.

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COOLguy
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Re: New unit: Rangers (upgrade)

Post by COOLguy » Thu May 05, 2016 2:26 am

Okay. Shall we beef its stats, and in what way?

What all units have 6 range default?
What is the hp and armor of other (3 turn) range units?
What is the attack of the Longbow compared to others?
Thanks!
Josh

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DoomCarrot
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Re: New unit: Rangers (upgrade)

Post by DoomCarrot » Thu May 05, 2016 3:42 am

I honestly think it just needs a +1 or 2 to its attack, and then it will be possibly useful for those who do not want to invest in the xbow upgrade.
The day is coming when a single carrot, freshly observed, will set off a revolution.

Daruty
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Re: New unit: Rangers (upgrade)

Post by Daruty » Thu May 05, 2016 10:29 am

To make the longbowman usefull you could:
Give him armor but than the roman unit would be useless
Give him more speed but less people would use horse archers
Give him a bigger range that might make it too strong
Give it more health would make it too strong
So I think that that making them invisible in forest tiles doesn't make them too strong but still usefull enough to use.

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First_Speaker
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Re: New unit: Rangers (upgrade)

Post by First_Speaker » Thu May 05, 2016 7:20 pm

Comparing the stats, I would make his stats equivalent to the crossbow guy, but give him a bonus IF he's in a forest. Maybe he's invisible in the forest like a spy/assassin or he gets armour equivalent to the Sagittarius (while in a forest) or deals extra damage while in a forest. Something like that would justify the extra cost, make them a useful unit choice, but not OP.

The other option (which may be far more difficult) is give him the ability to place traps in forests. Nothing OP, he would have to build it (like a worker) and enemy units that spring the trap (end their move on it) take damage of some amount (not sure how much).

Thoughts?

I'm working on some art for this guy (first attempt, be gentle... :? ). Once I work out how to post images, I'll put up what I've got so far for recommendations/humiliation.
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First_Speaker
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Re: New unit: Rangers (upgrade)

Post by First_Speaker » Thu May 05, 2016 7:38 pm

Well, it's kind of cheating, but I changed my profile picture to my ranger art.

What do you all think?
Equality, unity, progress; there is no other way forward.

In unity is strength

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