New mercenarie: cretan archer IMPLEMENTED
New mercenarie: cretan archer IMPLEMENTED
Stats:
Cost 2 (leavig effect 3)
Hp 20-22
Attack 9-10
Range 6
Armor 0/0-1
Speed 3
Sight 8
SR 20%
I saw abilities like shoot at arm or shoot at foot. This unit could have them
Re: New mercenarie: cretan archer
and what does those abilities do?
I am Pat :>
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
Re: New mercenarie: cretan archer
Shoot at arm reduces attack if the target, but does less damage than regular.
Shoot at feet reduces movement of the target, with the same secondary effect.
- Puss_in_Boots
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Re: New mercenarie: cretan archer
Anyone would be scared of arrows flying towards them. Not even the best warriors can defeat arrows.
But I'd argue that stats are too high for 2 cost. It could be less resilient and have 4 turns of vanish instead.
I reccomend 17 hp, 9 dmg, 1 armor, 0 pierce. I can't see a helmet protecting anyone from arrows.
OLÉ
Re: New mercenarie: cretan archer
I agree with you about the stats. It was just a first look. Anyway, at meele combat they used a short sword an a small shield, holding position like a meele specialist. I am tempted to think in a transforming unit.Puss_in_Boots wrote: ↑Tue Feb 04, 2020 4:04 amAnyone would be scared of arrows flying towards them. Not even the best warriors can defeat arrows.
But I'd argue that stats are too high for 2 cost. It could be less resilient and have 4 turns of vanish instead.
I reccomend 17 hp, 9 dmg, 1 armor, 0 pierce. I can't see a helmet protecting anyone from arrows.
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: New mercenarie: cretan archer
Transformation is a good idea, it let's a unit be two at once and transformation takes one action away from a unit, so it balances out.
OLÉ
Re: New mercenarie: cretan archer
Let's think on the stats then:Puss_in_Boots wrote: ↑Tue Feb 04, 2020 4:24 am Transformation is a good idea, it let's a unit be two at once and transformation takes one action away from a unit, so it balances out.
An idea:
Attack 8
Range 1
Armor 1/0-1
Then all the same
With better bonifications against infantery than range attack, and eliminates enemy's bonus against range unit
Re: New mercenarie: cretan archer
I was thinking on stats.
Cost 2 ( leaving 3)
Hp 18
Attack 9
Range 2-6
Armor 1/0
Speed 3 ( maybe 4)
Sight 6
CR 0
SR 0
Bonus like basic archer.
Abilities:
Fire arrow: shoots a fire arrow. Power 6. Range 2-5. Bonus agaisnt burnable. Coldown 3-4 turns
Shoot at foot: soots at foe's foot reducing its speed by 1(only foot units). Power 5. Range 2-6. Coldown 3 turns
Shoot at arm: shoots at foe's arm reducing its attack ability by 2(maybe 3) Power 6. Range 2-6. Coldown 3 turns
This is a draft. If someone may impove it or and advice about stats, plis doit or tell me.
Cost 2 ( leaving 3)
Hp 18
Attack 9
Range 2-6
Armor 1/0
Speed 3 ( maybe 4)
Sight 6
CR 0
SR 0
Bonus like basic archer.
Abilities:
Fire arrow: shoots a fire arrow. Power 6. Range 2-5. Bonus agaisnt burnable. Coldown 3-4 turns
Shoot at foot: soots at foe's foot reducing its speed by 1(only foot units). Power 5. Range 2-6. Coldown 3 turns
Shoot at arm: shoots at foe's arm reducing its attack ability by 2(maybe 3) Power 6. Range 2-6. Coldown 3 turns
This is a draft. If someone may impove it or and advice about stats, plis doit or tell me.
Re: New mercenarie: cretan archer
Image is still too similar to upg. longbowman.
You can base his body on attached auxilary archer - it has similar outfit. I also added large curved bow I drew (originally for longbow upgrade) - You can use this.
Talking about the stats - remember, that genoese - the only existing ranged mercenary has 20hp,1/3 armor ,12power, 6range with no special attacks and costs 3, having 4 turns leaving effect, so theses proposed stats may be a little too high.
Also even if additional abilities were to be added - each of them needs indicator (8-14x8-14px image), spell icon (32x32 px), spell projectile (32x32px for each frame of animation), name, description, unit mod name (the thing, that increases/decreases stats on target unit), unit mod description. And jsons for each.
But I don't think those abilities are even necessary - we could just add good, cheap archer.
Or fire archer which is cheaper.
His exact role should be defined first.
You can base his body on attached auxilary archer - it has similar outfit. I also added large curved bow I drew (originally for longbow upgrade) - You can use this.
Talking about the stats - remember, that genoese - the only existing ranged mercenary has 20hp,1/3 armor ,12power, 6range with no special attacks and costs 3, having 4 turns leaving effect, so theses proposed stats may be a little too high.
Also even if additional abilities were to be added - each of them needs indicator (8-14x8-14px image), spell icon (32x32 px), spell projectile (32x32px for each frame of animation), name, description, unit mod name (the thing, that increases/decreases stats on target unit), unit mod description. And jsons for each.
But I don't think those abilities are even necessary - we could just add good, cheap archer.
Or fire archer which is cheaper.
His exact role should be defined first.
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Age of Strategy design leader
Re: New mercenarie: cretan archer
I thoght it could be a support unit, with abilities to help alies, not only doing damage. About stats, i agree with you. I will define more balanced stats. Maybe give him 1 more range but reducing damage. Thnx for the adviceEndru1241 wrote: ↑Sun Feb 09, 2020 2:41 pm Image is still too similar to upg. longbowman.
You can base his body on attached auxilary archer - it has similar outfit. I also added large curved bow I drew (originally for longbow upgrade) - You can use this.
Talking about the stats - remember, that genoese - the only existing ranged mercenary has 20hp,1/3 armor ,12power, 6range with no special attacks and costs 3, having 4 turns leaving effect, so theses proposed stats may be a little too high.
Also even if additional abilities were to be added - each of them needs indicator (8-14x8-14px image), spell icon (32x32 px), spell projectile (32x32px for each frame of animation), name, description, unit mod name (the thing, that increases/decreases stats on target unit), unit mod description. And jsons for each.
But I don't think those abilities are even necessary - we could just add good, cheap archer.
Or fire archer which is cheaper.
His exact role should be defined first.
Re: New mercenarie: cretan archer
Support unit (few abilities) should have very low power, almost none.
Semi-support (one weapon effect or ability with limited effectiveness) should have lower power compared to main army units.
But I don't really like any cripple abilities (attack arm, leg etc.).
They are too personal - too much RPG-like.
AoS should stay TBS, so abilities/additional effects have to represent somehow averaged effects (like fire, poison always has the same damage).
Semi-support (one weapon effect or ability with limited effectiveness) should have lower power compared to main army units.
But I don't really like any cripple abilities (attack arm, leg etc.).
They are too personal - too much RPG-like.
AoS should stay TBS, so abilities/additional effects have to represent somehow averaged effects (like fire, poison always has the same damage).
Age of Strategy design leader
Re: New mercenarie: cretan archer
Oh i see. I did what u said about design but i cnt upload it.Endru1241 wrote: ↑Sun Feb 09, 2020 3:42 pm Support unit (few abilities) should have very low power, almost none.
Semi-support (one weapon effect or ability with limited effectiveness) should have lower power compared to main army units.
But I don't really like any cripple abilities (attack arm, leg etc.).
They are too personal - too much RPG-like.
AoS should stay TBS, so abilities/additional effects have to represent somehow averaged effects (like fire, poison always has the same damage).
Re: New mercenarie: cretan archer
Now i could. This is the new draft. It keeps looking like auxiliar archer.
Re: New mercenarie: cretan archer
New stats
Cost 2 (leaving 2-3)
Hp 17
Attack 8-9
Range 6
Armor 1/0
Speed 3
Sight 6
Bonuses: same than archer
Ability:
Piercing ammo (is this posible?)
Power 8
Range 5
Duration instant
Coldown 2 turns
+50% v heavy and shielded units
Cost 2 (leaving 2-3)
Hp 17
Attack 8-9
Range 6
Armor 1/0
Speed 3
Sight 6
Bonuses: same than archer
Ability:
Piercing ammo (is this posible?)
Power 8
Range 5
Duration instant
Coldown 2 turns
+50% v heavy and shielded units
Re: New mercenarie: cretan archer
Actually They Used Long bows Compared to the toxotai Which were just a Local Greek version (not mercenary) which used greek short bows
Note:They used greek longbows not nearly as big as an english one maybe half the size so I guess a range of 6 is enough and and 6-7dmg and have atleast 1p.amor or more health about 16hp I guess
Compared to the Toxotai(Greek Archers) The toxotai are just generic archers but with a pelte(small greek round shield) maybe add these guys too and for abilities Im not sure
I am Pat :>
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
Re: New mercenarie: cretan archer
Make the bow shorter but bigger than normal bow about 1-3pixels longer
I am Pat :>
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
Re: New mercenarie: cretan archer
I will try
Re: New mercenarie: cretan archer
I tested To edit a bit hehe bow looks too short
I am Pat :>
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
Re: New mercenarie: cretan archer
Maybe making all the body smaller...
Re: New mercenarie: cretan archer
Hmmmm... Rings a bell
Yeah this guys is to big hehe im quite busy though so I wouldnt get to edit
I am Pat :>
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support