Diving

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Typhoon
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Diving

Post by Typhoon » Wed Jan 16, 2019 1:01 pm

Inspired by this card
086.jpg
086.jpg (60.53 KiB) Viewed 574 times
Gives skeletons foot units or/and zombies ability to transform into diving version (image related it can be simple half of head sticking out of water) which grants them invisibility in water but reduce their attack to 0
Im not coming. Im impending

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makazuwr32
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Location: Moscow, Russia

Re: Diving

Post by makazuwr32 » Wed Jan 16, 2019 1:17 pm

Actually i like this idea but one tiny problem - this transform must be availible only in water but skeletons are amphibious units. It must not be availible on land/bridges.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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godOfKings
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Re: Diving

Post by godOfKings » Thu Jan 17, 2019 7:21 pm

we can make the diving transformation only able to walk on water, on land it will have 0 movement but stealth so basically digging underground, if u want to make it move transform it again next turn.

so beware where u step for a skeleton might grab ur foot
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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Lynx Shafir
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Re: Diving

Post by Lynx Shafir » Sat Jan 19, 2019 12:02 pm

godOfKings wrote:
Thu Jan 17, 2019 7:21 pm
we can make the diving transformation only able to walk on water, on land it will have 0 movement but stealth so basically digging underground, if u want to make it move transform it again next turn.

so beware where u step for a skeleton might grab ur foot
:lol:
For naturally blood will be of kind
Drawn-to blood, where he may it find.

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godOfKings
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Re: Diving

Post by godOfKings » Sat Jan 19, 2019 1:42 pm

Actually this gives me idea for skeleton/zombie based trap

Stealth mode cannot b stepped on like submarine, but they get 1 tile aura that effects any flesh and blood enemy that steps next to them (including sea infantry)


Zombie aura "you suddenly got ambushed by a zombie hiding under you, and the zombie BIT you, now you will soon b zombified like the rest of them"

Aura requires the tech in zombie rebalance topic, and will zombify enemy after a set number of turns unless exorcised or cured

Skeleton aura "a skeleton grabbed your leg from below you, you pulled too hard, now limper your way out of these cursed lands if u can"

Aura doesn't require anything, unit doesn't get damage but loses -1 speed that lasts 2-3 turns, can b removed by healing

Drawbacks for skeletons/zombies acting as traps
•Enemy player can see unit cannot move on a certain tile so obviously something fishy is hiding there
•Even if the unit do get debuff aura, zombie/skeleton has 0 attack in transform mode so can b easily attacked and killed (since they r visible at melee range)
•zombie/skeleton won't have any action remaining after transforming so they can only FLEE (the irony.... :lol: :lol: :lol: ) however this drawback can b removed by giving an action increasing buff spell (if undead have any such spells) or if a special (and weak) zombie rusher like unit is implemented with higher speed and 2 action, then he can counter attack after transforming


Whether this (and other traps) work on giant units is debatable
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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