unit: net thrower man - ACCEPTED

Darkknight
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Re: unit: net thrower man

Post by Darkknight » Fri May 15, 2015 9:23 am

25% for calvary is too high i think. Maybe 20% for calvary

Darkknight
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Re: unit: net thrower man

Post by Darkknight » Fri May 15, 2015 9:25 am

Or units with 1~3movement: 50%
4~5movement: 25%
6 or above: 20%

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RiverRaider 1097
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Re: unit: net thrower man

Post by RiverRaider 1097 » Fri May 15, 2015 2:48 pm

If implemented he would be on the priority list of first to be killed, this type of unit is like the spell units" nasty" they can put fear in ya! :lol:
and remember,wherever your at,there you are

Darkknight
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Re: unit: net thrower man

Post by Darkknight » Mon May 18, 2015 12:06 pm

Maybe also add a new tech for it.
Stronger net- trap the enemy for 1 more turn. 6 turns. Made in blacksmith
Last edited by Darkknight on Wed May 20, 2015 8:54 am, edited 1 time in total.

silentz27
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Re: unit: net thrower man

Post by silentz27 » Tue May 19, 2015 12:26 am

Why not learn a new technology hunting its good to use for net trapper and ranger
Have a nice day everyone

Darkknight
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Re: unit: net thrower man

Post by Darkknight » Wed May 20, 2015 8:56 am

And also add a tech called lighter net. Made in advancement center for 6 turns. Give +1 range to net thrower

silentz27
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Re: unit: net thrower man

Post by silentz27 » Fri May 22, 2015 7:46 am

And must add prison catch tech in every net trapped enemy he will got that and go to TC to convert as a turn pay
Have a nice day everyone

Darkknight
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Re: unit: net thrower man

Post by Darkknight » Fri May 29, 2015 3:15 pm

silentz27 wrote:And must add prison catch tech in every net trapped enemy he will got that and go to TC to convert as a turn pay
This might make thw net thrower too complecated

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Re: unit: net thrower man

Post by Darkknight » Sat Jun 13, 2015 5:19 am

Maybe make this only be made in barraks to make it more special?

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Re: unit: net thrower man

Post by Darkknight » Sun Aug 16, 2015 3:58 pm

What will happen if the net thrower throws the net at a tc? Will the unit inside be caught or will nothing get caught?

Calibear
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Re: unit: net thrower man

Post by Calibear » Sun Aug 16, 2015 5:32 pm

I disagree to the prisoner tech, especially it will ruin stats of most units.
1.) We have the priest and missionary to convert, it kinda illogical to the prisoners to be converted in TC and they will consume turns instead of making more strategic troops.
2.) The stats of the units are to be ruined, their spell resistance will be useless. Spartans are royal troops and will not betray their own. Same goes for Hungarian Hussars, they'll be hungry mad to this tech upgrade.

I think its kinda good to have spell chance (chance to net) but I would prefer chance by mobility.
1.) You can't net units faster and taller than your net.
2.) non-flesh-and-blood units cant be netted
3.) Dat Assassins won't be dumb enough to be caught as fish, same goes for ninjas :)


I would like to simplify our Fisherman so we get a big catch:

- His primary skill is to set an enemy with effect. Example: Unit A is in - Netted (3 turns)
- His stats is somewhat close to skirmisher (without the arrow defense).
- Since his chance to net is based on mobility ( the slower the easier), he is somewhat as accurate as catapult or trebz.
- Not all can be netted, he ain't op now then.
- Turn cost maybe 3-4, since the units that have skills were on this range of cost.
- Range is about 2-3, you can't net a fish farther to you unless deployed by cannon.
- Similar to axe thrower since those are former wood-cutters. The Net thrower are former fishermen trained to throw nets on peepol.
- He can't net others when they are in cover, no one netted in TC and other beeldings. Also in transports and battery ram, they got roofs baybeh
- If you want to be free, ask someone to take the net off. Anyone with healing ability can remove poison effect, it shouldn't be hard for them to untangle and free their allies.
Strategy...Strategy.. I want your strategy! Wait, did you just only used tactics!?

Calibear
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Re: unit: net thrower man

Post by Calibear » Sun Aug 16, 2015 5:45 pm

I agree to the lighter net upgrade, +1 range and speed since he is carrying less weight.

So the basic stats of Fisherman:
Range 1
Dmg 1-3
Spd 3

And being trained as Net Thrower:
Range 2
Dmg same
Spd 3
With Lighter net Upgade:
Range 2+1
Spd 3+1

So the strategy is to use behind walls, obstructions, or even behind other units.
Their support is mostly effective for cavalries, since they can pick infantries easily and at the same time they're distant against pikemens.
Strategy...Strategy.. I want your strategy! Wait, did you just only used tactics!?

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COOLguy
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Re: unit: net thrower man

Post by COOLguy » Sun Aug 16, 2015 10:45 pm

Whoa guys, this idea is getting way too complex and complicated. Can we just go back to the original simple idea? :)
Thanks!
Josh

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DoomCarrot
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Re: unit: net thrower man

Post by DoomCarrot » Tue Aug 18, 2015 1:38 am

COOLguy wrote:Whoa guys, this idea is getting way too complex and complicated. Can we just go back to the original simple idea? :)
^^ that^^

The original idea was a lot more age of strategyish :?
The day is coming when a single carrot, freshly observed, will set off a revolution.

Calibear
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Re: unit: net thrower man

Post by Calibear » Tue Aug 18, 2015 3:20 pm

The original idea is already agreed by all.
The stats of net thrower made by darkknight is good enough.
The thing is, we cant agree to the skill effectiveness of the net thrower.
It kinda hard to put bonuses (chance to net) different types of units
(I dont know how the admin will program dat but it could be hard).
So I suggest the chance will be based on targets mobility (similar code to catapults,trebz, and ballistas, since moving targets are harder to hit).
So admin can easily put net thrower at next update.


We also discussin about the net thrower upgrade, since most units have their own upgrade (Persuasion, Stealing, M.Skirmishar Train, Halberdier, Broad swordie). I agree to the lighter net, coz its realistic and strategic enough. I don't want to upgrade net thrower to something OP (maybe a trapmaster) because most will spend their turn on this and will be like "Its raining nets!". #DeezNetz!
Strategy...Strategy.. I want your strategy! Wait, did you just only used tactics!?

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COOLguy
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Re: unit: net thrower man

Post by COOLguy » Tue Aug 18, 2015 4:38 pm

No, you misunderstand me, sorry. :)

Original idea + miss chance (similar to catapults) - this was agreed to.

other stuff like prisoners the fisherman deal and other upgrades - this was not agreed to.

And btw your fisherman example was more confusing than anything else. :)
Thanks!
Josh

Calibear
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Re: unit: net thrower man

Post by Calibear » Tue Aug 18, 2015 7:05 pm

Oh yeah, it is really confusing. :lol:
Nah, I just put it there to show that net throwers were fishermen
There is really no fishermen deal coz they only catch fish.
I knew it most will be confused to the fisherman :lol:

Let's vote this guy and his ligther net to be implemented by next update. ;)
Strategy...Strategy.. I want your strategy! Wait, did you just only used tactics!?

Darkknight
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Re: unit: net thrower man

Post by Darkknight » Wed Aug 19, 2015 2:20 am

The net thrower got too complicated so i organised it.
Stats:
Cost 3
Hp 12
Attack 1
Range 2
Armor 1
Pierce armor 0
Speed 3
Sight 4
Action 1
Spell resistance 0%
BUILDING: Build only in barracks
UNITS THAT CANT BE TRAPPED: Elephants, ships, buildings, not alive units (like catapults) cant be trapped in nets.
DURATION OF NET: Net will stay for 3 turns
BONUS: Bonus against heavy armored infantry 100% (spartans, leggionaries, templers)
MISS CHANCE: Has miss chance like catapults (slower moving things are easier to catch in nets)
TECH: Lighter net- increase range of net thrower by 1. Researched in blacksmith.

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COOLguy
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Re: unit: net thrower man

Post by COOLguy » Wed Aug 19, 2015 2:51 am

Thanks Darkknight! :)
Thanks!
Josh

Calibear
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Net Thrower - To be IMPLEMENTED at next update

Post by Calibear » Wed Aug 19, 2015 10:39 am

Now, the Net thrower is finished in its drafts. We shall wait for his catch on next update :D
Stats are finished by darkknight.
The image of unit and the lighter net upgrade is made by COOLguy.
Now we all wait for teh approval of admin ;)
Strategy...Strategy.. I want your strategy! Wait, did you just only used tactics!?

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COOLguy
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Re: unit: net thrower man

Post by COOLguy » Wed Aug 19, 2015 1:37 pm

Actually, my images may be a bit junk. :) If anyone can give me suggestions to help me make them look better, that would be great.

And normally the unit suggestion must be voted on in the next forum vote. Currently Daniel (the developer) is a little busy, but next week we may get the vote going. :)
Thanks!
Josh

Calibear
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Re: unit: net thrower man

Post by Calibear » Thu Aug 20, 2015 2:07 pm

They ain't junk, we don't need to fashion much the fisherman (or maeybee) :D
Although a little Perphlexcionisticness would do.
The armor/shirt/top could be white like the workers
The bottom could be pants/shorts instead of skirt?

We will wait for admin so he can also give some suggests.
Strategy...Strategy.. I want your strategy! Wait, did you just only used tactics!?

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COOLguy
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Re: unit: net thrower man

Post by COOLguy » Sun Feb 07, 2016 10:36 pm

Elvenprincess edits. Do they look okay now?
Attachments
fixed 32_unit_net.png
fixed 32_unit_net.png (1.28 KiB) Viewed 8030 times
fixedNET.png
fixedNET.png (558 Bytes) Viewed 8030 times
Thanks!
Josh

Darkknight
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Re: unit: net thrower man

Post by Darkknight » Wed Feb 10, 2016 2:03 am

Nice images! But the net looks a little messy to me.

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COOLguy
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Re: unit: net thrower man

Post by COOLguy » Wed Feb 10, 2016 3:26 am

Thanks! What if it was spinning animated?
Thanks!
Josh

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RiverRaider 1097
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Re: unit: net thrower man

Post by RiverRaider 1097 » Wed Feb 10, 2016 3:32 pm

I don't believe a net would throw right with balls on it? How about an image that looks like spider web, a lighter net thrown on heavily armoured unit would intangle the unit, basically the more armour the more likely of being caught? )
and remember,wherever your at,there you are

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COOLguy
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Re: unit: net thrower man

Post by COOLguy » Wed Feb 10, 2016 3:57 pm

Okay. It was supposed to be weights, like a gladiator net. Maybe if we did less weights and more transparent?
Thanks!
Josh

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DoomCarrot
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Re: unit: net thrower man

Post by DoomCarrot » Thu Feb 11, 2016 3:55 pm

I think there should be weights, thats how they worked. But they do look a bit too large for the size of the net.
The day is coming when a single carrot, freshly observed, will set off a revolution.

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Lynx Shafir
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Re: unit: net thrower man - ACCEPTED

Post by Lynx Shafir » Wed Dec 19, 2018 10:37 am

What does this unit still need?
Wear your scars with pride 'cos each has a story to tell .
What your scars tell about you?

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