Immortal DISCUSSING

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Sunrise Samurai
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Immortal DISCUSSING

Post by Sunrise Samurai » Tue Aug 08, 2017 2:18 am

Immortal
Cost: 5
Built at manor
Hp: 10
Power: 8, good vs. buildings, like swordsman.
Range: 1
Speed: 3
Armor: 2/2
Spell resistance: 30
Ability: Phoenix life. (When this unit dies, the game remembers the location​. At the end of the owner's next turn, the unit is revived at full health if that told is empty. Otherwise, it attempts to revive again the following turn, until successful​.)

Long story short, kill it and it keeps coming back. You have to hold it down with a unit or building to prevent it from returning, and if the undead player can free the location it still returns many turns later. 5 cost seems expensive for a swordsman type unit until you realize it forces your enemy to permanently tie down a spot if they don't want to keep fighting the same soldier for all eternity.
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Sunrise Samurai
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Re: Immortal

Post by Sunrise Samurai » Tue Aug 08, 2017 2:23 am

Can the game engine even handle this? And to clarify, it can't capture a tc by resurrecting inside an empty enemy controlled tc. It has to wait until you control the tc again if it died there.
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LordOfAles
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Re: Immortal

Post by LordOfAles » Tue Aug 08, 2017 10:31 am

But if immortal dies,wouldnt stepping on his corpse result in unit override,making him completely deleted?
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Typhoon
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Re: Immortal

Post by Typhoon » Tue Aug 08, 2017 3:36 pm

I like idea of resurrecting till the tile is occupied
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Sunrise Samurai
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Re: Immortal

Post by Sunrise Samurai » Tue Aug 08, 2017 3:49 pm

LordOfAles wrote:But if immortal dies,wouldnt stepping on his corpse result in unit override,making him completely deleted?
That's why I asked if the game could handle it, being able to remember where it died even if something steps on it. If stepping on it were to cause deletion, this would need to be more powerful to make up for it.
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LordOfAles
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Re: Immortal

Post by LordOfAles » Tue Aug 08, 2017 4:39 pm

Maybe there should be a different corpse for Immortal(to different him from normal one),and he couldnt ressurect if there is a unit STANDING NEXT to his corpse,so enemy unit will still be pinned to his corpse without overriding it ;)Corpse would be unwalkable or unlfliyable
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Puss_in_Boots
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Re: Immortal

Post by Puss_in_Boots » Tue Aug 08, 2017 6:03 pm

Maybe it should be possible to eliminate them forever with the exorcism move. I feel it would make sense that way.
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LordOfAles
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Re: Immortal

Post by LordOfAles » Tue Aug 08, 2017 6:06 pm

They are Immortal!Bwahahahaha!
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Sunrise Samurai
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Re: Immortal

Post by Sunrise Samurai » Tue Aug 08, 2017 8:49 pm

That works. His corpse actually holds the space, but can be held down by anything adjacent, and destroyed by exorcism. That certainly seems good to me.
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Sunrise Samurai
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Re: Immortal

Post by Sunrise Samurai » Tue Aug 08, 2017 8:50 pm

To clarify, exorcism destroys the corpse. If he is alive, it only damages him as normal.
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LordOfAles
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Re: Immortal

Post by LordOfAles » Tue Aug 08, 2017 8:52 pm

But if one has Immortal,and one doesnt have exorcism,then immortal would be too op
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Re: Immortal

Post by LordOfAles » Tue Aug 08, 2017 8:52 pm

I see the solution in making exorcism a core tech
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Sunrise Samurai
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Re: Immortal

Post by Sunrise Samurai » Fri Aug 11, 2017 5:20 pm

An alternative might be to, on death, make him turn into a 30 life, 5/5 armor and 0 power, 0 movement​ dormant immortal with a transform spell, which turns him back into the normal​ immortal. Assuming you can kill the dormant form in one turn, it actually dies permanently, though 30 life and 5 armor makes this difficult.
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Re: Immortal

Post by LordOfAles » Fri Aug 11, 2017 6:30 pm

Agreed
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Alexander82
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Re: Immortal

Post by Alexander82 » Sun Aug 13, 2017 10:23 am

Seems imbalanced to me.

An immortal unit would be ok only if you can have a limited amount of them and the engine should also be adapted to allow another player to win somehow
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Sunrise Samurai
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Re: Immortal

Post by Sunrise Samurai » Sun Aug 13, 2017 10:58 am

I think that's where the last version works best. It's hard, but nowhere near impossible, to kill. This is also helped by the high cost and only being built in the manor. The base unit is easy enough to remove from play, so you can hold it down until you have the firepower to destroy it easily enough.
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Alexander82
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Re: Immortal

Post by Alexander82 » Sun Aug 13, 2017 12:24 pm

Cost 5 is not high... It should be really eady to kill in its temporary form
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Typhoon
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Re: Immortal DISCUSSING

Post by Typhoon » Tue Nov 14, 2017 5:14 pm

I would give him a little more hp like 15 and low his temporary form hp
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Menselot
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Re: Immortal DISCUSSING

Post by Menselot » Tue Nov 14, 2017 5:21 pm

Do you have an image on your mind to show us how this unit will look ? (or just describe how it looks)
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LordOfAles
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Re: Immortal DISCUSSING

Post by LordOfAles » Tue Nov 06, 2018 3:10 pm

This would be a cool addition. I suggest for image to be lightly armored...whatever necromancer is. With a sword/axe.
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Savra
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Re: Immortal DISCUSSING

Post by Savra » Tue Nov 13, 2018 6:55 pm

Maybe, for simpler use just give it the ability to turn into a basic skeleton warrior on death.

If not then we can still do this but it would be put in votes section maybe.

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