Elf unit/spell: Starfall

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Sunrise Samurai
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Elf unit/spell: Starfall

Post by Sunrise Samurai »

Requires 5 turn research to build

Unit takes 8 the turns to build, anywhere shamans and wizards can be built (currently tc only)

0 move, can't leave wherever it is built, 0 attack, but has a spell to sacrifice itself to assasinate any unit or structure you can see, plus fireball effect around that point.

Essentially an 8 cost assasinate to hit anywhere, with some explosive flair. The drawback is it takes 13 turns to get the first one out, plus weighing cost effectiveness of 8 turns build time. Probably the biggest use would be a one shot seige weapon to deal with massed troops or castles, comparable to a catapult.
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Puss_in_Boots
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Re: Elf unit/spell: Starfall

Post by Puss_in_Boots »

What is the actual unit/(supposed to look like)?
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Re: Elf unit/spell: Starfall

Post by Sunrise Samurai »

I wasn't too worried about the image on the unit. It would mostly be hidden in a tc anyway. Probably just a glowing orb of some sort, but creativity on an artist's part wouldn't have any complaints from me. The spell icon would be more of a meteor burning through the sky.
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Alexander82
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Re: Elf unit/spell: Starfall

Post by Alexander82 »

What about an advanced human/elven spell? Working like a dragon breath with a bigger area it deals 10 damage in that area with a very high bonus (like 5 or 10x) against buildings. It should also have a high cooldown.

Newly created wizards should start with its cooldown activated (they should start with the spell at the first cooldown turn.
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Re: Elf unit/spell: Starfall

Post by Sunrise Samurai »

So say 10 turns cd, wizard spawns with cd started. I guess 10 range, diameter 7, 15 damage, 5x vs buildings and siege. Must research lighting storm as a prerequisite to research this.

I more see it in elves, since they typically go with the whole celestial thing, and could use a decent siege weapon. I don't even bother with most dedicated siege in human anymore, because fireball, from both mages and dragons​.

Edit: also, a late game version could be upgraded to destroy a tc, if that tc is at the center of the blast
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Re: Elf unit/spell: Starfall

Post by Puss_in_Boots »

I know it's a super weapon, but that doesn't mean it's effects should be overly devastating like the nuclear weapons discussed on AoWW. How about 7 Range and 5 diameter of area damage?
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Re: Elf unit/spell: Starfall

Post by Sunrise Samurai »

That would fit nicely. So no tc destruction I guess?
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Re: Elf unit/spell: Starfall

Post by Puss_in_Boots »

Destruction of a TC is pretty weird, so I wouldn't think about adding that in.
Last edited by Puss_in_Boots on Sat Jul 29, 2017 10:19 pm, edited 1 time in total.
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Alexander82
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Re: Elf unit/spell: Starfall

Post by Alexander82 »

That would be a bad thing. You generally want to conquer tcs xD
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Re: Elf unit/spell: Starfall

Post by Sunrise Samurai »

In general, yes. You always prefer conquering​ a tc, but sometimes​ there's just no way to hold onto it. In that case, you can say "if I can't have it nobody will" and deny your opponents the tc. In a game with many players, this might discourage attacking you, since there aren't any easy to capture tcs in your area, so you could build up a while.
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Alexander82
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Re: Elf unit/spell: Starfall

Post by Alexander82 »

I would avoid that kind of effects in game tough.
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