New mercenarie: cretan archer IMPLEMENTED

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L4cus
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New mercenarie: cretan archer IMPLEMENTED

Post by L4cus »

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Snipers of ancient world. Their enemys got scared when saw their arrows come over them.
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
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SirPat
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Re: New mercenarie: cretan archer

Post by SirPat »

and what does those abilities do?
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Re: New mercenarie: cretan archer

Post by L4cus »

SirPat wrote: Mon Feb 03, 2020 10:30 pm and what does those abilities do?
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.
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Re: New mercenarie: cretan archer

Post by Puss_in_Boots »

L4cus wrote: Mon Feb 03, 2020 5:52 pm Snipers of ancient world. Their enemys got scared when saw their arrows come over them.
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.
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Re: New mercenarie: cretan archer

Post by L4cus »

Puss_in_Boots wrote: Tue Feb 04, 2020 4:04 am
L4cus wrote: Mon Feb 03, 2020 5:52 pm Snipers of ancient world. Their enemys got scared when saw their arrows come over them.
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.
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.
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Re: New mercenarie: cretan archer

Post by Puss_in_Boots »

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.
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Re: New mercenarie: cretan archer

Post by L4cus »

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.
Let's think on the stats then:
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
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Re: New mercenarie: cretan archer

Post by L4cus »

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.
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Re: New mercenarie: cretan archer

Post by Endru1241 »

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.
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L4cus
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Re: New mercenarie: cretan archer

Post by L4cus »

Endru1241 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.
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 advice
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Re: New mercenarie: cretan archer

Post by Endru1241 »

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).
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Re: New mercenarie: cretan archer

Post by L4cus »

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).
Oh i see. I did what u said about design but i cnt upload it. :(
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Re: New mercenarie: cretan archer

Post by L4cus »

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Now i could. This is the new draft. It keeps looking like auxiliar archer.
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Re: New mercenarie: cretan archer

Post by L4cus »

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
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Re: New mercenarie: cretan archer

Post by SirPat »

Image
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
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Re: New mercenarie: cretan archer

Post by SirPat »

L4cus wrote: Mon Feb 10, 2020 1:33 am mercenary cretan archer.png
Now i could. This is the new draft. It keeps looking like auxiliar archer.
Make the bow shorter but bigger than normal bow about 1-3pixels longer
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Re: New mercenarie: cretan archer

Post by L4cus »

I will try
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Re: New mercenarie: cretan archer

Post by SirPat »

I tested To edit a bit hehe bow looks too short
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Re: New mercenarie: cretan archer

Post by L4cus »

Maybe making all the body smaller...
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Re: New mercenarie: cretan archer

Post by SirPat »

L4cus wrote: Fri May 01, 2020 9:08 pm Maybe making all the body smaller...
Hmmmm... Rings a bell
Yeah this guys is to big hehe im quite busy though so I wouldnt get to edit
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