Orc Slaver DISCUSSING

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Sunrise Samurai
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Orc Slaver DISCUSSING

Post by Sunrise Samurai » Fri Jul 24, 2015 11:33 am

Cost 7 turns
15 hp
5 attack
No armor
3 movement
4 sight
Capture: at the cost of the unit, gain control of any one unoccupied factory building adjacent to the unit. Does not work for anything that shoots or has any purpose other than factory.

This lets orcs enslave other races to do their bidding, allowing them to build units they otherwise could not, but at risky locations because of proximity to enemy lines where these buildings are captured.
Currently residing at the local ninja academy. I'm still watching though.

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The Pendulum
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Re: Orc Slaver

Post by The Pendulum » Fri Jul 24, 2015 4:27 pm

I like it. Did you have an idea of what the unit should or could look like?

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Sunrise Samurai
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Re: Orc Slaver

Post by Sunrise Samurai » Fri Jul 24, 2015 5:01 pm

large orc, manacles hanging from a belt, whip for a weapon. No need to get too fancy beyond this. Just typical slaver gear.
Currently residing at the local ninja academy. I'm still watching though.

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The Pendulum
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Re: Orc Slaver

Post by The Pendulum » Fri Jul 24, 2015 5:30 pm

Sunrise Samurai wrote:large orc, manacles hanging from a belt, whip for a weapon. No need to get too fancy beyond this. Just typical slaver gear.
Should be easy enough.

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Alexander82
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Re: Orc Slaver

Post by Alexander82 » Wed Dec 02, 2015 11:28 pm

Like that?
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Hardeep
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Re: Orc Slaver

Post by Hardeep » Thu Dec 03, 2015 1:21 am

Daniel (the dev) wrote:Its too cartoonish
Epic foreshadowing :D
There never was much hope... just a fool's hope

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Alexander82
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Re: Orc Slaver

Post by Alexander82 » Thu Dec 03, 2015 7:53 am

LOL

but this time should not xD
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Stratego (dev)
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Re: Orc Slaver

Post by Stratego (dev) » Thu Dec 03, 2015 5:08 pm

no :)
the upper body i nice already!
only the legs needs a little more work!

but nice image!

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Alexander82
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Re: Orc Slaver

Post by Alexander82 » Thu Dec 03, 2015 5:38 pm

Great! I'll edit the legs then! What would you like to change?
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Alexander82
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Re: Orc Slaver

Post by Alexander82 » Thu Dec 03, 2015 5:54 pm

Like that?
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Re: Orc Slaver

Post by Stratego (dev) » Thu Dec 03, 2015 6:57 pm

no, the other was better, i thought the shading and maybe 1 px closer to each other

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Alexander82
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Re: Orc Slaver

Post by Alexander82 » Thu Dec 03, 2015 10:09 pm

like that?
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Re: Orc Slaver

Post by Stratego (dev) » Thu Dec 03, 2015 10:15 pm

yes i think it is very nice! thanks!

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Alexander82
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Re: Orc Slaver

Post by Alexander82 » Thu Dec 03, 2015 10:20 pm

thank you
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Alexander82
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Re: Orc Slaver

Post by Alexander82 » Fri Aug 12, 2016 9:57 am

About the stats i'd make:
Cost 6
HP 20
Attack 20
Range 3 (Whips are very long and are considered ranged/reach weapons in most of rpgs)
Armor 2
Pierce Armor 2
Speed 3
Sight 5
Action 1
Spell range 3 (same range of whip attack)
Unit conversion chance % = 50+(unit attack - target attack)*2 (we might make *5 if we want strenght to be more important in the equation)
Normal Building conversion chance % = 60%
Mega building conversion chance % = 15%
Spell resistance 50%
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Re: Orc Slaver

Post by DoomCarrot » Fri Aug 12, 2016 1:00 pm

I think the whip range of 3 is a little weird... Maybe 2? Also, being able to enslave buildings doesn't seem right to me. :lol:

I like everything else though!
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Alexander82
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Re: Orc Slaver

Post by Alexander82 » Fri Aug 12, 2016 2:11 pm

What about:
Cost 5
HP 20
Attack 20
Range 2 (Whips are very long and are considered ranged/reach weapons in most of rpgs)
Armor 2
Pierce Armor 2
Speed 3
Sight 5
Action 1
Spell range 3 (converted with the menace of bring hit)
Unit conversion chance % = 60+(unit attack - target attack)*2 (we might make *5 if we want strenght to be more important in the equation)
Spell resistance 50%
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Re: Orc Slaver

Post by DoomCarrot » Fri Aug 12, 2016 3:33 pm

Those stats seem very cool. I like that weaker units are more likely to be enslaved as well
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Alexander82
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Re: Orc Slaver

Post by Alexander82 » Fri Aug 12, 2016 6:53 pm

Yes, from a background point of view orcs enslaves with strenght and fear, not with words, so that's why strong units are less likely to be converted
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Alexander82
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Re: Orc Slaver DISCUSSING

Post by Alexander82 » Sun Aug 27, 2017 2:41 pm

Ok, Daniel told me it is a problem to tie those calculation so we might just give it a straight chance.
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Sunrise Samurai
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Re: Orc Slaver DISCUSSING

Post by Sunrise Samurai » Sun Aug 27, 2017 9:01 pm

Well if it's just a straight chance, just use convert spell.
Currently residing at the local ninja academy. I'm still watching though.

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Alexander82
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Re: Orc Slaver DISCUSSING

Post by Alexander82 » Sun Aug 27, 2017 10:14 pm

The conversion spell is magic based. I wanted an effect based on strength/hp since its physical. I think we should use a fixed percentage or see if Daniel can set a single stat as resistance.
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Sunrise Samurai
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Re: Orc Slaver DISCUSSING

Post by Sunrise Samurai » Mon Aug 28, 2017 12:39 am

Well, I'd say give it 30% starting chance, then use hp as a resistance. That would keep it in character, as units close to death or weak would be far easier to convert. It's easy enough to weaken powerful units to the point of being easy to convert, so I'm not worried about being underpowered. Once converted, troops can be patched up by a nearby shaman easily.
Currently residing at the local ninja academy. I'm still watching though.

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Re: Orc Slaver DISCUSSING

Post by LordOfAles » Mon Aug 28, 2017 6:51 am

Meh idea for spell:

Spell range:1
Spell name:Whip of the master(only for workers and enemy units with 1-15 hp,only if theres no enemy military unit 3 or less tiles from targeted with more than 15 hp)
Effect:100% chance of conversion,4 dmg

that was just my version u guys continue
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Sunrise Samurai
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Re: Orc Slaver DISCUSSING

Post by Sunrise Samurai » Mon Aug 28, 2017 9:59 am

While it sounds nice, I think it's too complicated.
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Re: Orc Slaver DISCUSSING

Post by Sunrise Samurai » Thu Mar 22, 2018 3:46 pm

I think this needs a bit more work before we can reasonably implement this. The current setup gives 60% chance if the enemy has 20 strength. Most units don't have that much, and will be subject to more chance. This fits exactly what was undesirable about the first draft of nymph, being able to hide in a tower and convert a unit every turn.
Currently residing at the local ninja academy. I'm still watching though.

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Alexander82
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Re: Orc Slaver DISCUSSING

Post by Alexander82 » Fri Mar 23, 2018 12:16 am

I think that this unit should wait for the implementation of different kinds of spell resistance
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Re: Orc Slaver DISCUSSING

Post by General Brave » Fri Mar 23, 2018 1:21 am

Willpower!
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Sunrise Samurai
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Re: Orc Slaver DISCUSSING

Post by Sunrise Samurai » Fri Mar 23, 2018 10:33 am

Alexander82 wrote:I think that this unit should wait for the implementation of different kinds of spell resistance
Mostly mentioning it now because it's getting votes. Might want to remove it from the list until we're ready for it.
General Brave wrote:Willpower!
:lol:
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Alexander82
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Re: Orc Slaver DISCUSSING

Post by Alexander82 » Mon Mar 26, 2018 2:52 pm

Not necessarily. We already have a winner that needs the same thing: the ranger
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