Human amphibious unit.

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Savra
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Human amphibious unit.

Post by Savra » Sat Sep 15, 2018 5:33 pm

My suggestion for new human amphibious unit plus upgrades:
Privateer:all stats same as warriors with exeption.
Cost:2
Hp:
Atk:
Rng:
Sight:
Spd: water:3
Arm:
P.arm:
Res:

Bucceneer:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd: water:3
Arm:
P.arm:
Res:

Corsair:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd: water:3
Arm:
P.arm:
Res:

Someone list the warriors stats or offer suggested stats so we can fill in the blanks, I guess we can settle for one amphibious unit for humans that acts like the merlocks, mermen, and skeleton pirates.

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Lynx Shafir
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Re: Human amphibious unit.

Post by Lynx Shafir » Sat Sep 15, 2018 5:36 pm

#Sharkman
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside

Midonik
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Re: Human amphibious unit.

Post by Midonik » Sat Sep 15, 2018 5:41 pm

So they are just humans that swim?

You can't really swim on really big distances like oceans, especially carrying any heavier things like weapons or boots.
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Lynx Shafir
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Re: Human amphibious unit.

Post by Lynx Shafir » Sat Sep 15, 2018 5:53 pm

Wath breed exactly belongs this privater. If soldier-pirate than how "walks" on water?
Sounds better for the bandit Ai where can be a creature what swims. And mix race.

Buccaneers/pirates use ships.
May pirate ship captures other ships

I Don't like about Sceletal Pirates they walk same speed on land as water (HOW, IF other skeleton can't)
And I don't like the fact that a lv 3 upgrade unit (what is mocked 'warrior) has no armor and dies at first enemy.


But if u think that teamed Sharkman could work here, I'll make some quick drafts.
3 cost and moves only in water (may 1 land) but tougher guy than merlock.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside

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Savra
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Re: Human amphibious unit.

Post by Savra » Sat Sep 15, 2018 6:34 pm

Let's see what others think, btw skeleton pirates could walk on water through dark or ghostly magic like ghost pirates. The land speed is fine and it lacks a shield so not the same as warrior. As for were human warriors are concerned I think anyone with a shield should at least start off with 1 pierce armour. Sharkmen could work as human amphibious units but we only need one with upgrades right now. Plus backstory so we know how they came to join humans.

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Alexander82
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Re: Human amphibious unit.

Post by Alexander82 » Sat Sep 15, 2018 6:35 pm

those units can go on ships, lol xD
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General Brave
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Re: Human amphibious unit.

Post by General Brave » Sat Sep 15, 2018 8:49 pm

Sounds pretty interesting.
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Alexander82
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Re: Human amphibious unit.

Post by Alexander82 » Mon Sep 17, 2018 10:05 am

Savra wrote:
Sat Sep 15, 2018 6:34 pm
As for were human warriors are concerned I think anyone with a shield should at least start off with 1 pierce armour. Sharkmen could work as human amphibious units but we only need one with upgrades right now. Plus backstory so we know how they came to join humans.
Pirates rtade protection for movement

Human shielded units will have an extra 2/2 armor thanks to upgrades
Savra wrote:
Sat Sep 15, 2018 6:34 pm
Sharkmen could work as human amphibious units
definitely not so don't put your effort on that
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Savra
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Re: Human amphibious unit.

Post by Savra » Tue Sep 18, 2018 2:41 am

Ok.

@Stratego (dev) archive plz.

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