What would your special unit be able to do? - Printable Version +- One Man Left Studios Community Forums (http://www.onemanleft.com/forums) +-- Forum: General (/forumdisplay.php?fid=1) +--- Forum: Outwitters (/forumdisplay.php?fid=11) +--- Thread: What would your special unit be able to do? (/showthread.php?tid=1186) |
RE: What would your special unit be able to do? - garcia1000 - 02-05-2013 07:27 PM Hey I got a good idea. What about an ENEMY MOBI? Like a mobi, but it teleports a visible enemy next to it, instead of a friendly unit. RE: What would your special unit be able to do? - aaronINdayton - 02-06-2013 12:28 AM outrageously powerful special garcia RE: What would your special unit be able to do? - garcia1000 - 02-06-2013 12:40 AM Maybe the enemy would be invulnerable on the turn it was teleported? I dunno RE: What would your special unit be able to do? - aaronINdayton - 02-06-2013 01:07 AM Maybe give it a range smaller than visible. Like... 3 hexes. RE: What would your special unit be able to do? - garcia1000 - 02-06-2013 01:20 AM Yeah! I like the concept of a sucking unit! RE: What would your special unit be able to do? - myninja527 - 02-06-2013 02:47 AM ya, three hex grab (maybe 4?), cannot grab through enemy units, three or four vision and movement, 2 hp, could be interesting. RE: What would your special unit be able to do? - joelduque - 02-06-2013 04:29 AM Nuke a certain area then the special self-destructs, damaging all nearby units too. Damages both allied and enemy units. No damage to bases. Nuke damage greater than damage to units near to the special that exploded. Special needs good positioning like the scrambler to shine. RE: What would your special unit be able to do? - Necrocat219 - 02-06-2013 10:30 AM Seer 7 wits 1 HP 1 Movement 0 Attack Ability: For 1 wit will shield any friendly unit from all incoming damage. As soon as that unit or the Seer moves or attacks the shield dissipates, and if the Seer takes any damage the shield is broken. The shield cannot be placed on a unit that has moved and attacked this turn. Designed for a forcefield effect, granting a very powerful shield to the unit in question. Whilst it might immediately either come across as overpowered there are a number of things that would make it a good special to have; for one it only has a movement of one and is very fragile, making babying very key. With only the 1 movement it is also fairly rooted in position and hard and expensive to move away from battle. Also the restriction of shielding units that have made all their actions makes wit space abuse harder. RE: What would your special unit be able to do? - ElPared - 02-06-2013 12:18 PM Nuke guy gave me an idea: Kimikaze cost 7 movement: 5 health: 1 attack: 0 special: Explodes for 3 damage to units on the hexes adjacent to it, 2 damage to units 1 hex away and 1 damage to units 3 hexes away. (this kills the Kamikaze too, otherwise there's no point). If killed by opposing units, nothing happens (it just dies). Explosion only hits bases once for the highest amount of damage possible (so if it's right next to a base, it does 3, and so on) might be more balanced if it explodes for 2 damage adjacent, 1 damage 1 hex away, but I wanted it to stand out from the BS more. also I came up with an idea in another thread Wolf cost 7 health 2 movement 4 attack 3 special: the cost to make a wolf reduces by 2 for each wolf you've spawned already (so the first costs 7, the next 5, the next 3, then 1) to a max of 4 wolves (can't have them be free now can we?) RE: What would your special unit be able to do? - brh!!! - 02-06-2013 01:27 PM Volcano Cost 7 HP 2 Movement 3 Attack 0 Special: Can launch one mine per turn to any visible hex. Mines cost 1 wit and are undetectable to opponent. Mines do 2 damage when opponent lands on that hex. Friendly units can land on mines without taking damage or exploding them. |