Unit - Light Cavalry - IMPLEMENTED

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COOLguy
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Unit - Light Cavalry - IMPLEMENTED

Post by COOLguy » Tue Nov 18, 2014 6:33 pm

Again, from the pre-forum list. I would like him to have two move actions plus 1 attack. Like 3 move and then 3 move so he is faster and more maneuverable, but attack and health/armor is weaker.

I practically stole the horse and guy from the link you gave in the pre-forum list. :)
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Josh

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patroid
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Re: Unit - Light Cavalry

Post by patroid » Sat Nov 22, 2014 6:13 pm

Cooo
Use it.

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Re: Unit - Light Cavalry

Post by ejm29 » Sat Nov 22, 2014 7:25 pm

Looks great. :D

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Re: Unit - Light Cavalry

Post by COOLguy » Thu Jan 15, 2015 7:05 pm

Hi! Stats are below. Should I edit the image at all to get it ready?

cost 3
hp 30
attack 15
no armor
speed 3/3
sight 6
no spell resistance
all other ways like the regular knight

They are used to run down unarmored infantry and for a bit of reconnaissance. What do you all think?
Thanks!
Josh

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Re: Unit - Light Cavalry

Post by Stratego (dev) » Fri Jan 16, 2015 4:36 am

image: we could try it without the rod emerging from his back, and maybe a pixel thinner arm.
stats:
i am not sure here, you gave bigger power than the knight has?
i thought light cavalry means compared to knight(based on AOK):
- speed the same (5) or 4
- cheaper (3 turns?)
- no armor (or a little pierce armor 1 or 2)
- smaller power (eg. 3-5)
- smaller hp (like 15 vs the 32)
- great sight (as they are also scouts)
- a little spell resistance like 60%
- have bonus against all infantry like knight : eg.
a) +300% if he has power 3, (to get almost the same power (3*4=12) against infantry than knight)
b) +120% if he has power 5, (to get almost the same power (5*2,2=11) against infantry than knight)

what do you think?

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Re: Unit - Light Cavalry

Post by COOLguy » Fri Jan 16, 2015 6:04 pm

Okay, I'll edit the image in a bit. He was already costing 3 turns as I had him. I think 15 for hp and no armor is good. Up his sight to 7-8. Light Cavalry is compared to a knight he has less hp less armor and slightly less attack. I think your way of small attack with bonuses is better than my 15 attack. But for the speed, I would really like the 3/3 move to be implemented with him. This would make him more maneuverable, like the light cavalry.
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Josh

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Re: Unit - Light Cavalry

Post by Stratego (dev) » Fri Jan 16, 2015 6:10 pm

what 3 / 3 means? 3 + 3? like moving twice?

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Re: Unit - Light Cavalry

Post by COOLguy » Sat Jan 17, 2015 2:54 pm

Yes 3+3 to give it super mobility. Used for scouting and running down lightly armored infantry.
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Re: Unit - Light Cavalry

Post by Stratego (dev) » Sat Jan 17, 2015 3:45 pm

3+3 is not possible yet, i will think of how can i make it.
also having 6 movement with 3 turns seems a bit op...

i am thinking two versions:
a) movement 5 but with any split up: like 1+4 or 2+2+1 so you can move as many times as you can until the movement point runs out. (disadv: earlier i planned that all units can walk like this)
b) movement 6 but a simple 1 movement action.

image is cool!

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Re: Unit - Light Cavalry

Post by COOLguy » Sat Jan 17, 2015 6:30 pm

Sorry, I was not clear. I meant 2 turns of 3 movement (3+3=6) :D that is basically what you are saying.
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Re: Unit - Light Cavalry

Post by Stratego (dev) » Sat Jan 17, 2015 7:10 pm

2 turns? i thought you said 3+3 in one turn, didnt you?

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Re: Unit - Light Cavalry

Post by COOLguy » Sat Jan 17, 2015 11:47 pm

That is what I am saying. Sorry for not being clear.
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Re: Unit - Light Cavalry

Post by Stratego (dev) » Sun Jan 18, 2015 5:45 am

you mean you say: "3+3 in one turn".
if so, than my previous answer is true:
3+3 is not possible yet, i will think of how can i make it.
also having 6 movement with 3 turn cost seems a bit op...

i am thinking two versions:
a) movement 5 but with any split up: like 3+3 or 1+4 or 2+2+1 so you can move as many times as you can until the movement point runs out. (disadv: earlier i planned that all units can walk like this after making it possible)
b) movement 6 but in a simple 1 movement action.

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Re: Unit - Light Cavalry - IMPLEMENTED

Post by Stratego (dev) » Sun Jan 18, 2015 1:32 pm

ok, i have quickly put the unit in, with normal 6 movement (i am afraid that it will be too op.) but lets try.
(so no 3+3 yet)

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Re: Unit - Light Cavalry - IMPLEMENTED

Post by COOLguy » Sun Jan 18, 2015 9:50 pm

Ok, I had forgotten that you said that. Stats look good. I would change attack to 6 with 100% bonus and add bonus vs workers. I think 6 move is not op because it is exchanging the knight's armor and attack for speed and cheapness (which also constitute its bonus against light infantry).

Whenever you can get the 3+3 implemented, I think it will be a good addition. Thanks for the cool new unit! :)
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Re: Unit - Light Cavalry - IMPLEMENTED

Post by Stratego (dev) » Sun Jan 18, 2015 10:05 pm

thank you for helping creating it!

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Re: Unit - Light Cavalry - IMPLEMENTED

Post by COOLguy » Mon Jan 19, 2015 3:31 am

You're welcome! I love it !! :)
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Re: Unit - Light Cavalry - IMPLEMENTED

Post by ollie444 » Mon Jan 19, 2015 5:54 pm

Maybe a 5+1 or 4+2 would be less op than 3+3?

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Re: Unit - Light Cavalry - IMPLEMENTED

Post by Stratego (dev) » Mon Jan 19, 2015 6:28 pm

what is the difference? all is 6 :)

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patroid
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Re: Unit - Light Cavalry - IMPLEMENTED

Post by patroid » Tue Jan 20, 2015 7:01 pm

But you cant runaway from the troops
You attacked (for example the shielder)


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Re: Unit - Light Cavalry - IMPLEMENTED

Post by Stratego (dev) » Tue Jan 20, 2015 7:08 pm

oh! i see!

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Re: Unit - Light Cavalry - IMPLEMENTED

Post by max-damage » Sat Jan 31, 2015 2:26 pm

It's very cool, icon especially...but as far as movement goes (i know the movement split isn't implemented, yet, but if/when it is), if he moves, say 3, then attacks, he shouldn't get another movement in the same turn or if he does, then his attack power should be greatly reduced...otherwise, legions of these things would be unstoppable...they could decimate an entire army in 2 or 3 turns...
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...

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Re: Unit - Light Cavalry - IMPLEMENTED

Post by COOLguy » Sat Jan 31, 2015 2:41 pm

Point 1) 3 moves is only enough to retreat from a shielder, battering ram, catapult (not even really - it shoots), things that have only 2 move or less: not that much. So 3+3 is no worse than any other.

Point 2) He can attack only once. Movement break makes him more maneuverable for recon and such.

Point 3) Even if that were not the case pikemen easily decimate him. And pikemen are cheaper.
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Re: Unit - Light Cavalry - IMPLEMENTED

Post by max-damage » Sat Jan 31, 2015 3:47 pm

Okay, but it still seems a bit extreme...and catapults are nasty no matter what they're firing at... ;-)
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...

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Re: Unit - Light Cavalry - IMPLEMENTED

Post by patroid » Tue Feb 03, 2015 7:58 am

Hi
The advantage they have is that
A army of them can attack one unit max.
24 times cause they make place for next
One.

So i think two steps are enough then they attack
Max. 12 times.

Patroid

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