Ranger - IMPLEMENTED

These suggestions are in the game

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First_Speaker
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Re: New unit: Rangers (upgrade)

Post by First_Speaker » Thu May 05, 2016 7:48 pm

COOLguy wrote:Okay. Shall we beef its stats, and in what way?

What all units have 6 range default?
What is the hp and armor of other (3 turn) range units?
What is the attack of the Longbow compared to others?
Stats for other units as follows:

Crossbow- Sagittarius- Longbow:
Cost: 2/3/3
HP: 15/22/14
Attack: 6/6/6
Range: 6/5/6
Armour: 0/2/0
Pierce Armour: 0/1/0
Speed: 3/3/3
Sight: 8/7/7
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DoomCarrot
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Re: New unit: Rangers (upgrade)

Post by DoomCarrot » Thu May 05, 2016 10:54 pm

Good job laying out those stats First_Speaker, it is clear that the longbow is inferior to crossbows and saggitarus stats-wise.

Also, I like your profile image! Its simple but solid imo. Much better than my first attempt at pixel art.... Much better than my recent attempts at pixel art :lol:
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Re: New unit: Rangers (upgrade)

Post by First_Speaker » Fri May 06, 2016 12:43 am

DoomCarrot wrote:Good job laying out those stats First_Speaker, it is clear that the longbow is inferior to crossbows and saggitarus stats-wise.

Also, I like your profile image! Its simple but solid imo. Much better than my first attempt at pixel art.... Much better than my recent attempts at pixel art :lol:
Yeah, definitely. For the cost, there is no benefit whatsoever for longbowmen. They NEED an upgrade to remain viable. The ranger seems like a good option though I'm not sure exactly what it should entail. I do like the forest bonus or invisible in forest ideas.

Thanks for the kind words. I cheated though; I just painted a cloak onto a longbowmen. ;)
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COOLguy
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Re: New unit: Rangers (upgrade)

Post by COOLguy » Fri May 06, 2016 1:14 am

I agree. I think this might be a little bit of a balance issue though. I think the Sagittarius needs to lose a little bit of hp (the stats were originally to be for cost 4) Maybe the Longbow could have a little hp boost too. But new topic for this. :)

Thanks so much for laying out the stats. I like the idea of a Longbow upgrade, but I really think that the Ranger should be a separate unit (have stealth or extra movement in the forest)

And I agree about the profile picture. Great job!
Thanks!
Josh

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Re: New unit: Rangers (upgrade)

Post by DoomCarrot » Fri May 06, 2016 1:27 am

Idk, I think saggitari are not terribly unbalanced, except for the fact that skirmies and cav have no bonuses on them :roll:

Maybe they could drop 2-3 hp.... But I think they should be tested a little longer with bonuses first.
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Re: New unit: Rangers (upgrade)

Post by First_Speaker » Fri May 06, 2016 1:39 am

Updated image...

Stat wise, I think the ranger should be basically a crossbowmen with a benefit to justify the cost 3 (personally I like the stealth in forests or increased damage).
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COOLguy
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Re: New unit: Rangers (upgrade)

Post by COOLguy » Sat May 07, 2016 1:13 pm

Very nice! I think that it looks good, only thing I would pick at would be little nitpicker things such as a little extra shading touch - you'll get that though when you keep making these.

Oh- I think that the arm holding the bow should not be black.

But this is great! This unit will be put on the ready list if we agree on what it is
a) a separate new unit
b) a longbow upgrade

I think it should be 'a' but that is just my opinion: the Ranger as a separate unit idea has been here a long time
Thanks!
Josh

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Re: New unit: Rangers (upgrade)

Post by Elvenprincess » Sat May 07, 2016 1:45 pm

COOLguy wrote: This unit will be put on the ready list if we agree on what it is
a) a separate new unit
b) a longbow upgrade

I think 'a' would be better.
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Re: New unit: Rangers (upgrade)

Post by DoomCarrot » Sat May 07, 2016 3:24 pm

I feel a would be better as well.

Unfourtanately, this choice leaves us with the predicament of useless longbowmen still. :?
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Re: New unit: Rangers (upgrade)

Post by First_Speaker » Sat May 07, 2016 8:15 pm

DoomCarrot wrote:I feel a would be better as well.

Unfourtanately, this choice leaves us with the predicament of useless longbowmen still. :?
Agreed.

Fixed arm, not sure about shading. COOLguy, shall I email you what I've got. You can fix up the shading in required.
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Re: New unit: Rangers (upgrade)

Post by COOLguy » Sun May 08, 2016 3:35 am

Yay! Will add to the ready list

And the arm looks good.

Someone please post a new topic for the longbow (either balancing or upgrade)
Thanks!
Josh

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First_Speaker
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Re: New unit: Rangers (upgrade)

Post by First_Speaker » Sun May 08, 2016 3:59 am

COOLguy wrote: Someone please post a new topic for the longbow (either balancing or upgrade)
New topic raised:
viewtopic.php?f=6&t=2549
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COOLguy
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Re: New unit: Rangers (upgrade)

Post by COOLguy » Sun May 08, 2016 6:03 am

thx
Thanks!
Josh

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First_Speaker
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Re: New unit: Rangers (upgrade)

Post by First_Speaker » Sat Jun 04, 2016 10:21 pm

Now that this has been voted in, what was the final decision on his abilities? Are they invisible in forests? Extra damage from forests?

I've read through the whole post and can't find what was agreed on. :oops:
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Re: New unit: Rangers (upgrade)

Post by Hardeep » Sat Jun 04, 2016 10:58 pm

I think:
+2 armours in forest
Invisible in forests
Move 4
Cost 5
Hp: 20
Armours: 0/0
Affected by blacksmith techs
Attack 5
Range 6
Sight 7
Same advantages as normal archer but has bonus on light cav and other scout units (good at eliminating enemy line of sight)

Optional (if you think too op): requires town patrol tech
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First_Speaker
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Re: New unit: Rangers (upgrade)

Post by First_Speaker » Sat Jun 04, 2016 11:05 pm

Cool. Sounds good
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COOLguy
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Re: New unit: Rangers (upgrade)

Post by COOLguy » Sun Jun 05, 2016 2:33 am

I made it more or less like that and sent it in to Daniel already.

(a little different because I don't know how to make things invisible automatically in the forest - so I had to make a spell effect thing)
Thanks!
Josh

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