Hero's

Things that did not fit to the other parts
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ejm29
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Hero's

Post by ejm29 » Tue Nov 03, 2015 7:18 pm

Hero's play huge roles in the battles of star war, and I think its important that it is well represented in game.

My idea is that hero's are creatable in TC's, but the hero you receive is chosen an random.
(Ie. You choose to create a hero in the tc, it costs 8 turns. After the 8 turns you are randomly assigned a hero from your factions hero list.
Only one of each hero can be deployed ;)

Some hero's (like Darth Vader or yoda) are very powerful. Others (like jar-jar)..... are not so powerful :lol:
The idea is that although hero's are powerful, making one is a risk. So hero's should not became a "super overused" unit.
I'll post a few hero stats below.

Please give feedback! Thanks! :)

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Re: Hero's

Post by Stratego (dev) » Tue Nov 03, 2015 7:29 pm

i think the idea that a "hero" should be "unique" in the game is good.
but this randomness would kill the strategy, do i do not like it.
i think it is good using heroes, and the player should chose which to build, and naturally yoda will be more costy than yar-yar.

and i think it is good if all "squads" are assigned to a hero as in "real life" they also do.

also the uniqueness could be that not only one yoda can be in one game, but the same player can not have a yar yar too, only yoda OR yar yar.

but i think 2-3 heroes for a player could be acceptible (maybe could be a setting in a game that how many heroes accepted)

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ejm29
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Re: Hero's

Post by ejm29 » Tue Nov 03, 2015 7:34 pm

Ok, I see your point about the hero's.

But I don't this that I fully understand the "squads" idea. Do you mean that the hero would be created along with a few units of the same faction (ie, Vader would spawn with a few clone trooper units? ) or am I misunderstanding?

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Re: Hero's

Post by Stratego (dev) » Tue Nov 03, 2015 8:09 pm

no no.
i ment it is good to have a bunch of units ("squad") and putting into the middle a hero that gives the other some morale.

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ejm29
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Re: Hero's

Post by ejm29 » Tue Nov 03, 2015 8:12 pm

Ah ok. I was thinking that myself. But I think this should be restricted to only certain hero's. No-one would get a bones from jar-jar or 3PO ;)

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Re: Hero's

Post by Stratego (dev) » Tue Nov 03, 2015 9:10 pm

we can think of anything for them too.

eg:
yar yar: has an aura that all animal units have extra bonus
3PO: all enemy humany gets -1 attact as they go insane because of 3po

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ejm29
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Re: Hero's

Post by ejm29 » Tue Nov 03, 2015 9:50 pm

Daniel (the dev) wrote:3PO: all enemy humany gets -1 attact as they go insane because of 3po
:lol:

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Re: Hero's

Post by ejm29 » Wed Nov 04, 2015 1:31 pm

For the most part i have only inclouded the main heros. (Ie, only hero's that directly affect the story)
Due to the game lacking many units, I thought it best to not give set stats (as the game is probably going to be rebalanced)
So instead I have given a rough guide to their stats.

Force powers explained
FORCE GRASP- Use the power of the force to move the selected unit one space in any direction, but has a chance to fail against other force welders (Range 3)
FORCE LIGHTNING - Send force lightning at your opponent, (range 2) (damage varies by user)
JEDI/SITH MIND TRICK - Use the force to persuade at enemy (range 3) (deactivates an enemy unit for 1 turn) fails against all hero's.
FORCE CHOKE - Strangle an enemy with the fingers of the force (range 5) (damage varies by user)
SABER THROW - Use the force to two a lightsaber at an enemy (range 3) (damage varies by user)
FORCE PULSE - greatly damage all enemys in range with a deadly pulse from the force (range 1) (damage varies by user)
FORCE BARRIER - create a defensive barrier of the force (protect the unit from all force power's for 1 turn) (3 turn cooldown)
DARK SIDE SEDUCTION - Use the dark side of the force to seduce a good hero to the dark side (as long as there convertible. Convertible units are marked with a *) 2 range.

All unit stats are ranked out of 10. 1 being the lowest, and 10 being the highest. I think actual stats will have to be made later when the game is acutely being added to. :)
Last edited by ejm29 on Thu Nov 05, 2015 6:41 pm, edited 2 times in total.

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Re: Hero's

Post by ejm29 » Wed Nov 04, 2015 2:18 pm

(Units with a * can be converted by enemy hero's that have converting powers.)

----GOOD HERO'S----

LUKE SKYWALLKER *
Turn's 8
Attack 8
Armour 7
Speed 5
Force Powers: Force grasp. Force choke. Jedi/Sith mind trick.
Special Abilities: Any vehicle luke occupies gets +1 attack and +2 speed.
Bonuses: Luke get a 50% bonus to all imperial land Vehicles.

LEIA ORGANA
Turn's 7
Attack 6
Armour 7
speed 4
Force Powers: none
Special Abilities: All hero's within 3 Spaces gain +3 attack and +1 Armour. All rebels within 3 spaces get +2 attack.
Bonuses: Leia get a 50% bonus to all imperial infantry

CHAWBACCA
Turns 6
Attack 6
Armour 7
Speed 3
Force powers: none
Special Abilities: Chawbacca gets +3 attack is han solo is within 4 spaces.
Chawbacca can attack an enemy on an adjacent space with a very high attack (cool down 4 turn)
He can also mend vehicles and droids at a slow rate.
Bonuses: has a 30% against imperial infantry.

HAN SOLO
Turns 7
Attack 7
Armour 6
Speed 4
Force powers: none
Special Abilities: Any vehicle Han occupies gets +1 to speed.
Han can repair vehicles at a medium rate. Han gets +3 attack if Chawbacca is with 4 spaces.
Bonuses: Han gets a 50% bonus against imperial infantry and bounty hunters.

C3PO
Turns 5
Attack 0
Armour 3
Speed 2
Force Powers: none
Special Abilities: C3PO gives +2 armour to any vehicle he occupies. He also gives +1Armour to all allied infantry within 3 spaces. C3PO gets +1 speed and +3 Armour if R2-D2 is within 3 spaces

R2-D2
Turns 5
Attack 2
Armour 4
Speed 3
Force Powers: none
Special Abilities: R2 can repair any mechanical unit (structure/buildings/vehicle/robots) inclouding one he occupies/is garrisoned in at a high rate. He can "sabotage" mechanical enemy units (ddisabling them for 2 turns) four turn cooldown.
R2 gets +2 attack and +1 armour if 3PO if within 3 spaces.

As i said, this is just a rough idea. Thoughts? :)
Last edited by ejm29 on Thu Nov 05, 2015 10:35 pm, edited 1 time in total.

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Re: Hero's

Post by TheBluePhoenix » Thu Nov 05, 2015 4:06 pm

What about bad ones?
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all


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ejm29
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Re: Hero's

Post by ejm29 » Thu Nov 05, 2015 6:36 pm

I was going to post it yesterday, but I got preoccupied.
Here they are

----EVIL HERO'S----

THE EMPEROR/DARTH SIDIOUS
Turns 10
Attack 10
Armour 8
Speed 5
Force powers: Dark side seduction. Force grasp. Force choke(6 damage).
Jedi/Sith mind trick. Force lightning (8 damage) Force pulse (7 Damage) saber throw (5 damage)
Special Abilities: all evil heros within 3 get +2 attack
Bonuses: 50% against rebel infantry. 50% against enemy hero's.

DARTH VADER
Turns 8
Attack 9
Armour 7
Speed 4
Force powers: Force choke (8 damage) Saber throw (5 Damage)
Force grasp. Jedi/Sith mind trick.
Special Abilities any vehicle Vader occupies gets 1+ attack and +1 speed. All imperial infantry within 2 spaces of vader get +3 attack.
Bonuses: 50% against rebel infantry. 50% against small rebel fighter ships. 20% against all droids.

BOBA FETT
Turns 7
Attack 8
Armour 6
Speed 5
Force powers: none
Special Abilities: Boba can active his jet pack, giving him +3 speed, +1 attack -1 armour (if possible the unit image should change when he is in flight.) The jet back effect lasts for 3 turns (6 turn cool down)
Boba can fire a rocket (7 damage with area effect) 5 range, 7 turn cool down.
Boba can use a tracking device on an enemy unit, (shows the unis location) 1 range, 10 turn cool down.

(I'll post more later) :)
Last edited by ejm29 on Thu Nov 05, 2015 10:31 pm, edited 1 time in total.

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Re: Hero's

Post by ejm29 » Thu Nov 05, 2015 10:26 pm

----EVIL HERO'S----

STARKILLER/Galen Marek *
Turns 8
Attack 8
Armour 8
Speed 6
Force powers: Force lighting (8 damage) Saber throw (7 damage)
Jedi/Sith mind trick. Force pulse (8 damage) Force grip. Sith fury.
Special abilities: gets +1 armour if Darth Vader is within 3.
Can use force grasp on enemy ships.
Bonuses:50% against Jedi, Jedi hero's, and both imperial and rebel infantry.

BOSSK
turns 7
Attack 7
Armour 6
Speed 5
Force powers: none
Special abilities: bossk can fire his grenade launcher (9 area damage, range 4)
he can also use his flamethrower (6 area damage, range 2. Causes burning effect on
flesh and blood units)
Bonuses: 100% against all wookies.

ZUCKUSS
Turns 6
Attack 6
Armour 8
Speed 5
Force powers: Zuckuss is force sensitive (see below)
Special abilities: Zuckuss has an uncanny sensitivity with the force,
He can use it to reveal the whole map for 2 turns. (Doing this disables Zuckuss for 5 turns)
twenty turn cool down.
He can also use his GRS-1 SNARE RIFLE to paralysis targets for 2 turns (range 10, cool down 5)
Bonuses: none

Thoughts are appreciated! :)

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