New unit: Corsairs

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Joined: Mon May 05, 2014 11:06 pm
Location: Isengard, middle earth

New unit: Corsairs

Post by Hardeep » Tue Apr 28, 2015 12:37 am

The Scallywags of the seven seas mostly dark colours with a saber
good hp, good attack, 4 movement? No armour whatsoever, only trained from tavern(if approved) ... 519b997c5b
quite a flavourful character hmm? Id say 2 turns
maybe upgrade will give him firebomb ability?
setts buildings aflame and packs a good punch
Durbgu nazgshu, Durbgu dashshu!
Durbgu nazgshu, Durbgu dashshu!


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Lynx Shafir
Posts: 1414
Joined: Mon May 28, 2018 4:24 am

Re: New unit: Corsairs

Post by Lynx Shafir » Thu Jan 10, 2019 8:13 am

I have an idea for this
When we have the tavern.

1.we have an upgraded dock

2.u train a pirate in tavern (via money couriers)
Costlier (min 3 couriers worth 6 turns )

3.Move next to "port" the cost of pirate captain (kill)
Summons a pirate ship

Pirate ship:
A. It has good hp, swift
Bonus to other ships

B. And has a convert chance (capture)
-we may discuss the exact way.
On kill leaving with 20 %hp
Or active ability what dmg half ship but captures 100%

C..has cannon shot with CD 1-SKILL
If gunpowder is researched

All this is duable with current I engine.

The raid ability for pirates will discuss if we have a working system of slave and money spam on capturing.
(For aof too)

As active skill can work the set aflame buildings.
Doom is chasing me and war is calling my name.
The only thing I have is the power of words.

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