New Team Name Guessing
09-08-2012, 03:15 AM
(This post was last modified: 09-08-2012 03:31 AM by Yipperpants.)
Post: #14
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RE: New Team Name Guessing
Vegetariot! The ending with a T is throwing me a curve.
(09-08-2012 01:07 AM)GreatGonzales Wrote: I'm more interested in brainstorming the new super unit's special ability. I've thought of some ideas... The vine idea would be pretty snazzy. Random thoughts (collected/inspired by various posts): More related to plants... - Trails pools of acid that 1/2 damage enemy units. Lasts for 5 turns. - Traps squares. Max of 2 traps. - Self regeneration. - Regenerates 3 HP for adjacent allies. - Can attack allies instead to heal them (up to max). - Spawns saplings. 1/2 max. 1hp/1atk/3mov? 2hp/2atk/0mov? - Roots enemy target (unable to move and/or attack). - Entanglement: attackers cannot move the turn after attacking. - Thorns (attackers suffer 1 dmg). - Poison. - Rebirth (unless stomp or rebirth with 1 HP, can only occur once every X turns). - Spirit form: leaves body behind for one turn, allows for movement and vision (spirit invisible?) and/or attack (spirit is invulnerable). More general... - Attacks twice (different enemies). Or attacks all adjacent. - Increased stats based on adjacent allies/enemies. - "Chain lightning" attack. - Polymorphs enemy into a chicken/sheep at range. - Swaps with allied unit (ala HA's Ninja). - Can teleport next to allies. Or can teleports to any visible square. Or can teleport to visible enemy. - Creates one of two teleport points that both allies and enemies can use. Creating a third will destroy the first. Also each has 1HP. - Reduces damage taken from attacks. - Boosts movement +1 for an ally (similar to medic). - Transforms into a weapon/armor for allied unit. Super unit dies if unit dies. - Can throw adjacent allied/enemy units. - Pushes all adjacent allies/enemies back one square if possible. - Attacking boosts attack next turn. - Getting attacked boosts attack next turn. - Killing enemy does AoE damage to adjacent enemies. - Killing an enemy heals/boosts stats. - Killing an enemy drops a "health globe" (heals to max for any unit that steps on it) for remainder of the turn. - Death causes AoE explosion/healing/boost/returns 2 wits. - Targets enemy unit. If super unit dies, so will target. - Allied deaths heals/temporarily boosts stats. - Not moving a turn boosts attack +1/2. Moving cancels. - Not moving a turn increases mov (& sight) +2 for next turn. - Moving boosts attack during the same turn (maybe 1 attack per square moved?). - Turn invulnerable for a turn, but can't attack. - Substitutes stats for HP (so getting hit reduces atk first; healing fixes). - Switches HP with target enemy unit. - Swaps atk and hp. Can't attack after a swap. - Gains 1 wit by attacking. Or attacking doesn't cost wits. - Able to attack again after killing blow. - If HP gets reduced to 1/2, move to random adjacent square towards own base. - If about to receive a killing blow, switch places with allied adjacent unit. This can only occur once per turn. - Chance: attacking has 50/50 chance of damaging you or healing you. moving has 50/50 chance of decreasing/boosting attack. Buffs are stronger than the debuffs (but generally chance is unwanted in competitive games). - Ignore death: after killing blow, stays alive (but not able to be healed) for another turn. - Can create illusionary self - 1HP, 0 vision, but same move; appears like original to opponent. - Can "hide" inside allied unit. Negative abilities (to counter IMBA stats or IMBA primary ability)... - Suffers 1 damage at start of turn, cannot kill. - Reduce atk to 1 for your next turn after an attack. - Can't move during your next turn after an attack. - Dies after 5 of your turns. - Attacks and/or moves cost 2 wits. And that's all I got off the top. Man, am I off topic Edit: *ahem* thought of a couple more right after... |
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