Sapper (Saboteur)

Alex486
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Sapper (Saboteur)

Post by Alex486 » Wed Nov 12, 2014 1:05 am

Sappers where used in medieval times to burrow under walls to set a fire to blow up the wall. Maybe we create a sapper unit that can take out 3 towers (the attacked tower and the ones to the left and right if it), 1 castle or half a castle, or 3 walls (same as towers). If the sapper is killed by an enemy unit, it blows up and takes out the 8 squares around it (friend and foe and buildings).

Thoughts?
Anything is feasible with enough money and power.

Get ready to get your teeth kicked in, it will make for a good education.

Simsj38
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nuns

Post by Simsj38 » Sat Nov 15, 2014 2:35 am

Research nuns in the church. They would be able to persuade or take over enemy buildings.
*2 -3 turns depending on building

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balint
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Re: Sapper unit

Post by balint » Mon Nov 17, 2014 2:58 pm

It would be extremely overpowered.
This is Hungary and winter is coming.

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ejm29
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Re: Sapper unit

Post by ejm29 » Mon Nov 17, 2014 6:47 pm

I like it, but it needs some work to make it less over powered. What where you thinking the stats would be like? I was thinking.. ...
10 turns to make.
Low hp.
No armor.
High pierce armor.
Speed 3.
Very low attack.

As for destroying buildings,perhaps it takes 3 turns to do from the adjusted tile. If the unit moves away from the building, attacks anything or is killed before the third turn the action is canceled?

Just a idea :)

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patroid
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Re: nuns

Post by patroid » Tue Dec 02, 2014 5:40 pm

Hi
I dunno think so or did ya mean a NEW unit??

Patroid

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COOLguy
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Re: nuns

Post by COOLguy » Tue Dec 02, 2014 5:50 pm

Not my fave. Maybe if it was explained more... doesn't make sense.
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Josh

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ejm29
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Re: nuns

Post by ejm29 » Tue Dec 02, 2014 6:02 pm

I think he means....
A nun as a new unit.
It can convert a building like the healer can a unit.
To make them you must first research a particular research in the church.
:) (please correct me if im wrong)

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COOLguy
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Re: nuns

Post by COOLguy » Wed Dec 03, 2014 12:32 am

In that case, I don't like it.
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Josh

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ejm29
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Re: nuns

Post by ejm29 » Wed Dec 03, 2014 4:45 pm

I think it could be cool as a ability you can research for the healer rather than a new unit :D

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COOLguy
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Re: nuns

Post by COOLguy » Wed Dec 03, 2014 7:38 pm

IDK about that. What if your guys are inside?
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Josh

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ejm29
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Re: nuns

Post by ejm29 » Wed Dec 03, 2014 8:03 pm

Killed? ;)

draakjee
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Re: nuns

Post by draakjee » Wed Dec 03, 2014 8:06 pm

I also don't like it, buildings are made of wood and stone. And it would be really strange if those materials can change sides...

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Re: nuns

Post by Stratego (dev) » Wed Dec 03, 2014 11:08 pm

building conversion: there is still a problem if the building has units inside, what would happen to them?

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COOLguy
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Re: nuns

Post by COOLguy » Wed Dec 03, 2014 11:58 pm

I've been thinking more of the idea of buildings switching sides and here is why I dislike it. 1) If your units are inside what happens to them? If they die or convert it could be very overpowered. 2) Also the number of factory structures you can build is limited to the number of tc s owned. So if these can be converted, then there could theoretically be excess of fifty barracks with only half a dozen tc s. Additionally, what exactly are we converting? The " structure garrison"?
Thanks!
Josh

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ejm29
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Re: nuns

Post by ejm29 » Thu Dec 04, 2014 7:36 am

Well realisticly coveting wood and stone is stupid. I think you would probaly be converting the people that run the buildings. Ie for a for the stable you would be converting the stable hands :) and although there is a tc-building limit, once the building is destroyed you can't re-build it. :) also maybe they could take half the time for the enemy to re-convert. :D

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COOLguy
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Re: nuns

Post by COOLguy » Thu Dec 04, 2014 1:26 pm

Actually, you can rebuild stables and such. :D
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Josh

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ejm29
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Re: nuns

Post by ejm29 » Thu Dec 04, 2014 3:01 pm

Well you can repair, but not build others once the converted ones are destroyed (not unless you have enough tc anyway) ;)

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patroid
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Re: nuns

Post by patroid » Thu Dec 04, 2014 5:15 pm

Hi
I got it, the nun can make a small
Rebellion like in RTW. Thats mean if
We use the nuns on a building it has
A 30% chance to spawn the NEW Peasebt
Unit next to the building(randomly like the shots of
The catapult). Also it means if stronger units are in the
Buildibg the chance decrease like the conversion...

Patroi

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COOLguy
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Re: nuns

Post by COOLguy » Thu Dec 04, 2014 7:57 pm

Ejm: OK I misunderstood you.
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Josh

Alex486
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Re: nuns

Post by Alex486 » Sat Dec 27, 2014 1:04 pm

I like the idea of a nun. In real life, buildings are converted all the time.

For the issue of units inside, they should be converted to the nuns team with the idea that if you see a nun approaching your building and you units inside, those units have to be pulled away from fighting other ubits to take out the nun.

For the issue of too many unit producing buildings and not enough TC, that can happen today already. That can happen when I habe 10 TC and 10 ubit producing buildings and I then lose a TC but still have the building.

Maybe a good compromise would be the nun can only capture a building if the nun's team has more TC than unit producing buildings. That adds a layer of strategy of do I build a building now, do I wait and capture, do I build now and destroy my building when my nun gets close to an enemy building?
Anything is feasible with enough money and power.

Get ready to get your teeth kicked in, it will make for a good education.

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ejm29
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Re: nuns

Post by ejm29 » Sat Dec 27, 2014 5:23 pm

Thats a great idea. :D

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COOLguy
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Re: nuns

Post by COOLguy » Sat Dec 27, 2014 11:22 pm

I rethought on the idea and I still don't like it. Here are my two issues:

Logistically: For units being converted inside a building, that is WAY over powered - that could represent up to 70 turns of construction (2 wagons full of Spartans including the building cost) MULTIPLIED BY TWO! What if the units inside are unconvertible? (like the Spartans and wagons) Also while you can get more factories than tc's you own, by the above mentioned way, there is still a limit - the amount of available tc's. Plus it is unlikely that you will ever have more than a few extra from that way.

Theoretically/Historically: Yes buildings are captured in battle, but not by one "special-converting-unit". Why exactly is it a 'nun' doing this? That is not sense. What is that 'nun' doing anyway? I have never heard of a mass revolt started by one 'nun'. 'Missionary' might be better. But the way it is currently envisioned, this unit would be very unpleasant and a bit dangerous, but mostly harmless - you see him coming and kill him before he gets anywhere close to your buildings.

That is my position. If any can return it I may have to change my mind, but I see no way around the mentioned issues.
Thanks!
Josh

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Re: nuns

Post by Stratego (dev) » Sat Dec 27, 2014 11:58 pm

what about restricting the conversion: nun can convert only if the building is empty, maybe she can "occupy" a TC too by conversion (?).

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COOLguy
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Re: nuns

Post by COOLguy » Sun Dec 28, 2014 12:30 am

That is better. If you also limit it like Alex suggested, I would be fine with it in the game, though I probably would not use it.
An alternate suggestion is that when a factory is converted, it is degraded to a structure that has limited producing units (i.e. not as many or more expensive). I don't think any other structures should be convertible, so that it is not OP.
Thanks!
Josh

Darkknight
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digger

Post by Darkknight » Fri May 15, 2015 2:36 pm

It will dig under the walls to make it fall down. Will break walls in one hit but it will kill the digger. 2 turns to make.

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RiverRaider 1097
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Re: digger

Post by RiverRaider 1097 » Fri May 15, 2015 2:55 pm

Yeah I think an upgrade of the worker to engineer should be able to do tasks like this and break rock like you mentioned in another post maybe produced in the advancement center?
and remember,wherever your at,there you are

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Re: digger

Post by Darkknight » Fri May 15, 2015 3:13 pm

Yes

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RiverRaider 1097
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Re: digger

Post by RiverRaider 1097 » Sat May 16, 2015 3:56 pm

Also the engineers could cut path through or down forests to make way for wagons, chariots and siege units?
and remember,wherever your at,there you are

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RiverRaider 1097
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Re: digger

Post by RiverRaider 1097 » Sat May 16, 2015 3:58 pm

As mentioned by someone (sorry for 2x posting :oops: )
and remember,wherever your at,there you are

Ajas
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Re: digger

Post by Ajas » Fri May 22, 2015 8:16 pm

There is no need for diggers. We already have assassins destroying structures with one hit and they die in the process.

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