Orcs Tech - Expert Plunderers DISCUSSING

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Alexander82
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Orcs Tech - Expert Plunderers DISCUSSING

Post by Alexander82 » Thu Mar 05, 2015 11:54 am

EDITED

The proposals now is:

Researched tech that gives a player the following ability: Whenever an orc player conquer a tc a goblin raider is spawned. The goblin raider act as a money courier.
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ollie444
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Re: Orcs Tech - Expert Plunderers

Post by ollie444 » Thu Mar 05, 2015 6:03 pm

The name doesn't really suit orcs...
Maybe something like "Wreckage" or "Looting" even...

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Alexander82
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Re: Orcs Tech - Expert Plunderers

Post by Alexander82 » Thu Mar 05, 2015 11:01 pm

Furious Raiders?
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ollie444
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Re: Orcs Tech - Expert Plunderers

Post by ollie444 » Fri Mar 06, 2015 6:20 pm

What about just "Raiding"?

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Alexander82
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Re: Orcs Tech - Expert Plunderers

Post by Alexander82 » Tue Aug 22, 2017 5:51 pm

I was thinking to revive the idea but with a different effect.

When a orc raid a TC a unit called "goblin looter" is spawned that acts as a money courier
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Re: Orcs Tech - Expert Plunderers

Post by samuelch » Tue Aug 22, 2017 5:52 pm

Nice.
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LordOfAles
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Re: Orcs Tech - Expert Plunderers

Post by LordOfAles » Tue Aug 22, 2017 5:54 pm

Why not simply reduce the production of your units currently producing by 1?I think there is more than a bag of gold in the city(applies only for enemies)
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Alexander82
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Re: Orcs Tech - Expert Plunderers

Post by Alexander82 » Tue Aug 22, 2017 6:02 pm

Because you have just captured the tc and it isn't producing anything at the start
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Re: Orcs Tech - Expert Plunderers

Post by LordOfAles » Tue Aug 22, 2017 6:05 pm

Not the captured TC.ALL Your buildings that are currently producing.Would make enemy think twice before giving away an TC.Cost should be 8 or 10
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Re: Orcs Tech - Expert Plunderers

Post by Sunrise Samurai » Tue Aug 22, 2017 6:23 pm

In a game with many tcs you could have that easily give say 15 turns production. A little op if you ask me
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Re: Orcs Tech - Expert Plunderers

Post by LordOfAles » Tue Aug 22, 2017 6:26 pm

I meant for it to work like "Production boost consumable" mechanism
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Alexander82
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Re: Orcs Tech - Expert Plunderers

Post by Alexander82 » Tue Aug 22, 2017 6:34 pm

Sunrise Samurai wrote:In a game with many tcs you could have that easily give say 15 turns production. A little op if you ask me

Do you mean my idea or ales idea?
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Alexander82
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Re: Orcs Tech - Expert Plunderers

Post by Alexander82 » Sat Aug 26, 2017 8:21 pm

image
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Re: Orcs Tech - Expert Plunderers

Post by Puss_in_Boots » Sat Aug 26, 2017 8:25 pm

I think I would like better to have goblin couriers spawn from out a stolen TC they could be used TC production booster or even bombs as well if no ones really gonna use them.
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Alexander82
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Re: Orcs Tech - Expert Plunderers

Post by Alexander82 » Sat Aug 26, 2017 8:28 pm

Ok so what about we might make this a new unit that is buildable at tcs and you get a free one when capturing a tc?
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Re: Orcs Tech - Expert Plunderers

Post by Puss_in_Boots » Sat Aug 26, 2017 8:31 pm

Sounds good I might get an image out sometime.
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Alexander82
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Re: Orcs Tech - Expert Plunderers

Post by Alexander82 » Sat Aug 26, 2017 9:30 pm

Goblin raider
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Re: Orcs Tech - Expert Plunderers

Post by Puss_in_Boots » Sat Aug 26, 2017 9:32 pm

Not accepting the wait huh? :lol:

Well it doesn t matter what I had in mind wasn't really as good as this. Good Job.
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Alexander82
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Re: Orcs Tech - Expert Plunderers

Post by Alexander82 » Sat Aug 26, 2017 9:35 pm

I've been inspired xD
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Re: Orcs Tech - Expert Plunderers

Post by LordOfAles » Sat Aug 26, 2017 9:49 pm

Sorry but i dont think image really fits.It looks like half goblin(dat face)half orc(its structure)
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Alexander82
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Re: Orcs Tech - Expert Plunderers

Post by Alexander82 » Sat Aug 26, 2017 9:52 pm

I used the goblin slave ad a base. It is just a different position.
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Re: Orcs Tech - Expert Plunderers

Post by LordOfAles » Sat Aug 26, 2017 9:54 pm

It has a body of an orc lol,it just looks that strong
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Alexander82
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Re: Orcs Tech - Expert Plunderers

Post by Alexander82 » Sat Aug 26, 2017 9:55 pm

It is pretty slim imho
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Re: Orcs Tech - Expert Plunderers

Post by LordOfAles » Sat Aug 26, 2017 9:56 pm

U think im blind?

:shock:
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Re: Orcs Tech - Expert Plunderers

Post by MightyGuy » Sat Aug 26, 2017 10:02 pm

The images was perfect now, no need to edit.
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Alexander82
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Re: Orcs Tech - Expert Plunderers

Post by Alexander82 » Sat Aug 26, 2017 10:03 pm

MightyGuy wrote:The images was perfect now, no need to edit.
8-)
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Re: Orcs Tech - Expert Plunderers

Post by LordOfAles » Sat Aug 26, 2017 10:05 pm

yea i got rkt :mrgreen:
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Alexander82
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Re: Orcs Tech - Expert Plunderers

Post by Alexander82 » Thu Aug 31, 2017 4:46 pm

Daniel can you tell me if this is accepted?

All those dunamics should be in game more or less, the only new thing should be the ability to spawn one of this when capturing a tc.
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Re: Orcs Tech - Expert Plunderers

Post by Stratego (dev) » Thu Aug 31, 2017 6:28 pm

Yes. It can not work now. But i try coming up with alternative idea.

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Alexander82
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Re: Orcs Tech - Expert Plunderers DISCUSSING

Post by Alexander82 » Fri Sep 01, 2017 12:11 am

Do you have something in mind?

We might add an ability called "throw torch" that inflict a burning effect to a target building.
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