(12-19-2012 03:39 AM)CombatEX Wrote: If we see another special, I want it to be 'special'. In other words, it should do something that cannot already be achieved by other units. No normal units no matter how you combine them can teleport a unit somewhere else in a single turn like the mobi can. No normal units can convert an enemy unit either like the scrambler can. And no normal units can create thorn barriers like the bramble can.
Now, the bombshell can be replicated by normal units. However, that's the only special that acts like this so it's still unique. But, this means that we already have a plain damage oriented special like this so I don't want to see another one which just has the same ability as a combination of normal units. Any new special should have unique abilities like the mobi and scrambler and not just be an amalgamation of normal units.
As for actual ideas? I haven't thought too much about it, but here's a concept.
Phantom
HP: 4
ATK: 1 to Base, 2 to Units
MOV: Any visible space
VIS: 0
PROS:
+ Is immediately useful (can travel to the action on the turn it is spawned)
+ Can hit the enemy's base to deal 1 extra damage even if it is far away
+ Can kill snipers and medics with ease
CONS:
- Provides no vision so it is useless without support
- Like the Scrambler, needs to be in melee range to attack which makes it vulnerable if sent alone
COMPARISON TO SOLDIER:
HP: +1
ATK: = against units, -1 to bases
MOV: Anywhere in vision
VIS: -3
COST: +5
If movement were equal, this unit would be fairly comparable to a soldier in strength. In fact, if all units were different between teams in Outwitters, I could imagine these being the stats for a soldier on a different team, though perhaps with 1 vision so the unit could move independently (a team that has stronger soldiers but is reliant on other units for vision, actually that would be pretty cool ^^). Now, that being said, it seems like for a unit that is pretty much a soldier, +5 wits is huge so that movement buff for the special better make up for it. So that's the question, would the insane movement potential of the special make up for the extra 5 wit cost? Of course, numbers can always be tweaked, so the real question is, how hard would this be to balance? Maybe impossible. My primary concern is using it on the backdoor like in Glitch. However, keep in mind that it has 0 vision. This means that in order to actually hit the base, it can't just get into the backdoor, it needs to have vision of the space adjacent to the base. In fact, due to this, it might even be too weak! In this case maybe giving it 1 vision so it can at least slowly move around would be more fair. At any-rate, these values can be changed, it's the basic mechanic that is important. I think that this mechanic would drastically influence the way the opponent has to play to respond as well as how the user of the special plays. This is precisely what a special should do, change the way both players play.
IMPLEMENTATION:
This would be reasonably easy to add to the game as it doesn't require adding very much as far as new mechanics go.
i think its a great concept. but i think it needs more balancing.
i dont think its fair for maps like glitch where the spawn space is beside the base. its like a 4 hp block on the spawn space out of nowhere.
maybe reduce the hp to 3. (2hp normally, 3 with medic buff)