assasins

Put here any ideas, suggestions about unit or structure properties.
Storgar
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assasins

Post by Storgar » Thu Sep 18, 2014 7:28 am

I know I mentioned this in the wrong section before but I thought I would put it in here as well. I do fell that assassins should not be able to destroy buildings. It is not thematic and can make them very op. Maybe they should only take 3 turns to make with this alteration to make them a bit more worthwhile.

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COOLguy
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Re: assasins

Post by COOLguy » Thu Sep 18, 2014 9:27 pm

Maybe split the functions. Have a reverse unit almost exactly like the assassin that destroys only buildings.
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Josh

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balint
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Re: assasins

Post by balint » Sat Sep 20, 2014 8:36 pm

maybe piromanic, or looter?
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COOLguy
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Re: assasins

Post by COOLguy » Sun Sep 21, 2014 9:38 pm

Yeah. Those are good names too. I wasn't able to think of one.
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Josh

Storgar
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Re: assasins

Post by Storgar » Sun Sep 21, 2014 10:08 pm

I like the pyromaniac idea but I feel that he should not be able to destroy castles, all other buildings are fine but castles take too much effort to build to be taken by 1 dood with a torch :p

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balint
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Re: assasins

Post by balint » Mon Sep 22, 2014 1:53 pm

what o you think about 1/4 hp for castles ?

or maybe 200 damage?
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COOLguy
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Re: assasins

Post by COOLguy » Mon Sep 22, 2014 5:46 pm

I agree. Castles are way too big to be destroyed by one yahoo with a torch. But maybe cut down the damage inflicted to about 1/6.
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Josh

Storgar
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Re: assasins

Post by Storgar » Mon Sep 22, 2014 7:49 pm

I think a straight 200 damage to any building would be good, this would mean that it would be 5 hits on a non upgraded castle but more if you have the techs. 200 will also destroy all other buildings in 1 hit.

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COOLguy
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Re: assasins

Post by COOLguy » Tue Sep 23, 2014 1:41 pm

Ok. How would we make it so it only operates on buildings? There didn't seem to be anything unusual on the assassin's stats.
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Josh

Storgar
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Re: assasins

Post by Storgar » Wed Oct 01, 2014 7:46 am

would not be too hard

give the pyromanic an att str of 5 with 4000% bonus on buildings - so he is naff against troops but great on buildings

the assassin could be att str 5 with 3000% bonus on all troop types - so naff against buildings but great against troops.

if they only cost 3 turns each to make as well that would make them a useful tool.

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COOLguy
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Re: assasins

Post by COOLguy » Wed Oct 01, 2014 6:04 pm

Good!
Maybe, Assassin> flesh-n-blood units; Piromaniac> Buildings; and Saboteurs> non-flesh-n-blood-units?
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Josh

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balint
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Re: assasins

Post by balint » Wed Oct 01, 2014 6:06 pm

Seems good.
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COOLguy
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Re: assasins

Post by COOLguy » Fri Oct 03, 2014 9:53 pm

Here's tile ideas. Ya'll can tell me what to change. :)
Attachments
Sabateour.png
I mean Saboteur. I was in a hurry :)
Sabateour.png (1.08 KiB) Viewed 6486 times
Piromaniac.png
Piromaniac.png (1.02 KiB) Viewed 6486 times
Thanks!
Josh

Storgar
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Re: assasins

Post by Storgar » Sat Oct 04, 2014 7:17 am

They do look good. maybe too similar though.

Not sure if the saboteur should look like a worker with your big saw

The pyro could lose the cloak and have a torch in each hand.

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COOLguy
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Re: assasins

Post by COOLguy » Sun Oct 05, 2014 12:11 am

Ok, Pyro'll lose the cloak. Does the torch flame need an outline?

Daniel: If you would please send me the png for the worker we use, I can experiment with making the Saboteur. (I've been basing these off of the tileset images.)
Thanks!
Josh

Stratego (dev)
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Re: assasins

Post by Stratego (dev) » Sun Oct 05, 2014 5:42 am

cool: sure, send me an email with this request - thanks.

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COOLguy
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Re: assasins

Post by COOLguy » Mon Oct 06, 2014 5:12 pm

Here's Pyro with and without flame outline. Please tell me what you think.
Attachments
Pyromaniac.png
Pyro Pete
Pyromaniac.png (1.45 KiB) Viewed 6415 times
Pyromaniac2.png
Pyro Paul
Pyromaniac2.png (1.49 KiB) Viewed 6415 times
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Josh

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balint
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Re: assasins

Post by balint » Mon Oct 06, 2014 5:44 pm

Pyro Paul
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patroid
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Re: assasins

Post by patroid » Mon Oct 06, 2014 6:08 pm

Hi

Pyro Paul!!!

Patroid

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COOLguy
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Re: assasins

Post by COOLguy » Mon Oct 06, 2014 9:01 pm

K! :)
And here's the Saboteur. Tell me what changes are necessary.
Attachments
Saboteur.png
Sabotage Sam
Saboteur.png (1.52 KiB) Viewed 6407 times
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Josh

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balint
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Re: assasins

Post by balint » Mon Oct 06, 2014 9:19 pm

aybe his weapon... Ut seemed a laser weapon at first sight :)
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COOLguy
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Re: assasins

Post by COOLguy » Tue Oct 07, 2014 2:25 am

Take your pick! :)
Attachments
Saboteur2.png
Sabotage Silas
Saboteur2.png (1.55 KiB) Viewed 6399 times
Saboteur3.png
Sabotage Slim
Saboteur3.png (1.63 KiB) Viewed 6399 times
SaboteurCHAINSAW!!!!!!!.png
;-)
SaboteurCHAINSAW!!!!!!!.png (1.65 KiB) Viewed 6399 times
Thanks!
Josh

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patroid
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Re: assasins

Post by patroid » Tue Oct 07, 2014 4:11 am

Saboteur slim.

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balint
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Re: assasins

Post by balint » Tue Oct 07, 2014 1:57 pm

slim
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COOLguy
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Re: assasins

Post by COOLguy » Tue Oct 07, 2014 3:34 pm

Not the Chainsaw? ;)
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Josh

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balint
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Re: assasins

Post by balint » Tue Oct 07, 2014 3:45 pm

that would be better : )
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COOLguy
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Re: assasins

Post by COOLguy » Wed Oct 08, 2014 2:58 pm

Is everything good? Should we ask for implementation?
Thanks!
Josh

Storgar
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Re: assasins

Post by Storgar » Thu Oct 09, 2014 6:55 am

Pyro Paul is great and the slim guy too is good, some nice icons you have made :)

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COOLguy
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Re: assasins

Post by COOLguy » Thu Oct 09, 2014 6:07 pm

WhythankyouSOmuch!!! ;)
Thanks!
Josh

Alex486
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Re: assasins

Post by Alex486 » Sun Oct 12, 2014 11:30 am

In medieval times, thry were called sappers. They would dig under a seiged castle to an outter wall, use pig fat/carcass, wood to make a hot fire, the pig would explode taking down the wall.
Anything is feasible with enough money and power.

Get ready to get your teeth kicked in, it will make for a good education.

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