Mtg creeping mold ACCEPTED

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Alexander82
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Mtg creeping mold ACCEPTED

Post by Alexander82 » Thu Aug 24, 2017 2:29 am

Image

This tech add a new effect to the ent demolishers.

Ent demolishers attacks cause mold to buildings and wooden units (it act like poison dealing damage over time).
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Re: Mtg creeping mold

Post by Puss_in_Boots » Thu Aug 24, 2017 2:34 am

I would assume this would be a nonstacksble and less effiecient over-time killer than fire.

It could do 2 damage overtime considering it's going to have a splash range and that moss is really not that effective of a tree killer or building destroyer as fire is.
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Re: Mtg creeping mold

Post by Alexander82 » Thu Aug 24, 2017 2:36 am

The splash range might work. This way elves might use together fire archers and demolishers.
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Re: Mtg creeping mold

Post by Sunrise Samurai » Thu Aug 24, 2017 2:37 am

Close to the rotting effect I proposed in fungi. Maybe make it spread to nearby buildings/wood units every turn, to distinguish it from merely another poison variant. It also seems like it could be an area spell for wizards or a single target spell for druids.
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Re: Mtg creeping mold

Post by Midonik » Thu Aug 24, 2017 10:10 am

Sounds good. Btw idea of "posion for buldings" was proposed for scaledfolks,by Mighty guy I think.
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Re: Mtg creeping mold

Post by Alexander82 » Thu Aug 24, 2017 11:54 am

That was something acid-related right?
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Re: Mtg creeping mold

Post by Midonik » Thu Aug 24, 2017 11:56 am

Yes.
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Re: Mtg creeping mold

Post by Sunrise Samurai » Thu Aug 24, 2017 6:07 pm

Only problem I can really see is that ent demolishers operate on the idea of hurling big rocks. Fast growing moss isn't really part of that. I really do like the idea, but something tells me ents aren't the ideal candidate to use it.
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Re: Mtg creeping mold

Post by Alexander82 » Thu Aug 24, 2017 6:09 pm

It start throwing mossy rocks with a lot of mold on it XD
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Re: Mtg creeping mold

Post by Sunrise Samurai » Thu Aug 24, 2017 6:15 pm

Where in the world did it find those kind of rocks and how is it not being covered by merely touching them?
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Re: Mtg creeping mold

Post by Alexander82 » Thu Aug 24, 2017 6:23 pm

Don't be fussy :lol:
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Re: Mtg creeping mold

Post by LordOfAles » Thu Aug 24, 2017 6:50 pm

Just make a new unit:Vine planter,his ability would be to grow molds on adjacent buildings
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai » Mon Oct 16, 2017 1:02 am

To distinguish this from fire, and make it a far better building killer:

Each turn, mold does 4 damage and adds another instance of mold, so turn 2 the building takes 8 damage and gains 2 instances. Turn 3 it takes 16 damage, and so on until healed.

For advanced cases, maybe even make a worker only remove​ 3 instances at a time, requiring more attention if allowed to persist.
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Re: Mtg creeping mold ACCEPTED

Post by Alexander82 » Mon Oct 16, 2017 3:01 am

As far as I remember fire is already exceptional against buildings. Making a stronger effect would make a castle collapse instantly. Also mold should be slower than fire but able to propagate.
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai » Mon Oct 16, 2017 11:02 am

Hmm. Try 2 damage per instance, per turn. Each turn, every instance propogates to a random adjacent building or stacks on the same building. Slower at first than fire, but ultimately more dangerous, as it can spread through a whole base if packed too tightly, and requires more scrambling to remove.
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Re: Mtg creeping mold ACCEPTED

Post by Alexander82 » Mon Oct 16, 2017 4:51 pm

Remember that 2 damage per instance aren't really 2 cause bonus against buildings will multiply it.
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai » Mon Oct 16, 2017 9:50 pm

And that explains a lot of damage to my opponents I couldn't account for. Yeah, maybe we should have it as 1 damage, propogates every turn randomly between the same/adjacent targets. Multiplying 1 damage per instance, before bonus, slows it down hopefully to a level that a player can repair it, rather than losing a castle in 3 turns.
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Re: Mtg creeping mold ACCEPTED

Post by Alexander82 » Mon Oct 16, 2017 11:24 pm

Sorry I got lost xD
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai » Mon Oct 16, 2017 11:40 pm

Got lost?
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai » Tue Oct 17, 2017 1:24 am

By the way, I'm lichen this topic very moss :P

(I know. I'm very punny. You may now begin groaning over my bad jokes.)
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Re: Mtg creeping mold ACCEPTED

Post by Alexander82 » Tue Oct 17, 2017 2:38 am

I mean the multiply damage for instance part xD
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai » Tue Oct 17, 2017 10:05 am

Ahh. I think that is a recent change. I remember fire used to do only 4 damage didn't it?
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Re: Mtg creeping mold ACCEPTED

Post by Alexander82 » Tue Oct 17, 2017 10:18 am

Fire deal damage related to the bonus of the unit. (If you have a unit with 300% bonus against buildings its fire damage will also make 300% damage).
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Re: Mtg creeping mold ACCEPTED

Post by Sunrise Samurai » Tue Oct 17, 2017 2:43 pm

Okay. So we have to consider it would deal 16x damage to mega buildings.

I'm thinking 1 damage base, lasts 5 turns. Every turn, each instance makes another instance, with an equal chance of being added to the current building or one adjacent building.

It keeps starting damage pretty low, but grows exponentially if allowed to continue unchecked. Tightly packed bases may be devastated by one shot, but that just means players will learn to keep some space between buildings, or else delete infected ones to stop the spread.
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Re: Mtg creeping mold ACCEPTED

Post by godOfKings » Sun Sep 09, 2018 10:04 am

Sounds like a resident evil zombuilding Apocalypse :lol:
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