Harpoonman

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count_dcinamon
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Harpoonman

Post by count_dcinamon » Sat Jun 25, 2016 7:28 am

What about unit lkke crossbowman, but instead crossbow, he use harpoon with rope attached to it?

So after attack, the enemy will move toward the harpoon man 1 square. If theres something in its way, the drag effect cancelled, but instead get some extra damage.

Note : update about stats and other will be added soon, share your thought :)
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COOLguy
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Re: Harpoonman

Post by COOLguy » Sat Jun 25, 2016 3:24 pm

Oh harpoon: cool idea!
Thanks!
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tamtam12345
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Re: Harpoonman

Post by tamtam12345 » Sat Jun 25, 2016 3:43 pm

interesting idea.

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LordOfAles
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Re: Harpoonman

Post by LordOfAles » Sun Jul 30, 2017 10:49 am

We still need the stats,ill try to make one
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LordOfAles
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Re: Harpoonman

Post by LordOfAles » Sun Jul 30, 2017 10:55 am

Hp:11
Power:7
Cost:3
Sight:4
Range:4
Conversion resistance:0%
Normal armor:0
Pierce armor:0
Ability:As count_dcinamon described
Builders:Dock,TCs near water
Wont be affected by Archery 1 and 2
Speed:3
Bonus against:None
Ability bonus:50%
Gem cost:3
Made the stats!I think this would really be a cool upgrade!
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LordOfAles
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Re: Harpoonman

Post by LordOfAles » Mon Aug 07, 2017 7:52 pm

Ik this is an old topic,but idea is unique
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DoomCarrot
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Re: Harpoonman

Post by DoomCarrot » Wed Aug 09, 2017 12:49 am

Obviously the effect would only work if the unit COULD move a space in the harpoonman's direction? (no buildings or obstacles in the way).

Also, how would this work? Would the effect happen at the same time that fire/poison is calculated? How many turns does the effect last?
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Puss_in_Boots
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Re: Harpoonman

Post by Puss_in_Boots » Wed Aug 09, 2017 12:56 am

I feel that the weapon should have a rope on it if we plan on giving it this happening effect.

I think the effect works better as a throw it once, and it moves the unit closer at the same turn, if it worked like fire, or poison then the player would have to option to move away at that turn.

It shouldn't be strong enough to move cavalry, not can it's harpoon pierce job flesh and blood units, so buildings, cav, and machines should be immune.

Lastly, about the image, I am pretty sure harpoon were thrown and not shot from a crossbow back then. The guy holding it does look great however.
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DoomCarrot
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Re: Harpoonman

Post by DoomCarrot » Sat Aug 12, 2017 12:29 am

Puss_in_Boots wrote:not can it's harpoon pierce job flesh and blood units.
Why can't a harpoon damage units at least? Harpoons are basically just spears with ropes attached to them, I see no reason why a harpoon should do any less damage than a spear, even if it attacks something that it can not "pull"
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Puss_in_Boots
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Re: Harpoonman

Post by Puss_in_Boots » Sat Aug 12, 2017 12:51 am

Puss_in_Boots wrote:not can it's harpoon pierce job flesh and blood units.
I really need to turn auto correct off. :|

I never said they received no damage, just no pull effect on units that are immune.
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DoomCarrot
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Re: Harpoonman

Post by DoomCarrot » Sat Aug 12, 2017 3:16 pm

Oh ok. :lol:
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