peasant - IMPLEMENTED

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

peasant - IMPLEMENTED

Post by Dgkfadomo777 » Wed Jun 25, 2014 1:13 pm

Peasent: Used when a army needed more soldiers or got desperate. A weak unit with weak attack but good for harrasing archers workers and healers, can also enter carriers capture tc's and has no weapons just punches.

ARK
Posts: 21
Joined: Thu Jun 19, 2014 7:27 pm

Re: peasent

Post by ARK » Wed Jun 25, 2014 1:28 pm

why punches it could have a rake or somthingthat farmers have couse u know peasents

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: peasent

Post by Dgkfadomo777 » Wed Jun 25, 2014 3:38 pm

Or a pitchfork

User avatar
balint
Posts: 1274
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: peasent

Post by balint » Wed Jun 25, 2014 6:55 pm

It is a good idea. but it would better if you can recruit peasants in a special building for example in farm or townhouse...
This is Hungary and winter is coming.

lazi
Posts: 13
Joined: Thu May 01, 2014 6:22 pm

Re: peasent

Post by lazi » Wed Jun 25, 2014 7:44 pm

Along with pigs

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: peasent

Post by Dgkfadomo777 » Wed Jun 25, 2014 9:07 pm

Yeah

ARK
Posts: 21
Joined: Thu Jun 19, 2014 7:27 pm

Re: peasent

Post by ARK » Thu Jun 26, 2014 2:17 am

or u could recruit them in 1 turn in tc

User avatar
balint
Posts: 1274
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: peasent

Post by balint » Thu Jun 26, 2014 6:40 am

I made a few stats.
Health: 3-6
attack:1-4
range: 1
armor: 0
pierce armor: 0
This is Hungary and winter is coming.

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: peasent

Post by Dgkfadomo777 » Thu Jul 17, 2014 7:57 am

They can be like skeletons in age of fantasy. Skeletons intergrate well with the game and so can peasants. Just give them same stats as skeleton warrior,

User avatar
patroid
Posts: 1173
Joined: Fri Aug 08, 2014 10:58 am
Location: Germany, Berlin

Re: peasent

Post by patroid » Sat Nov 22, 2014 6:30 pm

Yrah who draw him??
Should i??
Patroid

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: peasent

Post by Dgkfadomo777 » Sat Nov 22, 2014 6:41 pm

That would be cool patroid, you always make good images :D

User avatar
patroid
Posts: 1173
Joined: Fri Aug 08, 2014 10:58 am
Location: Germany, Berlin

Re: peasent

Post by patroid » Sat Nov 22, 2014 8:41 pm

Hi
All right i hope its monday ready..

Patroid

User avatar
patroid
Posts: 1173
Joined: Fri Aug 08, 2014 10:58 am
Location: Germany, Berlin

Re: peasent

Post by patroid » Sun Nov 23, 2014 6:11 am

Hi
Ok its earlier ready, i made it tonight...
:D
Patroid
Attachments
unit-32-pawn.png
unit-32-pawn.png (1019 Bytes) Viewed 13270 times

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: peasent

Post by Dgkfadomo777 » Sun Nov 23, 2014 5:21 pm

That looks good, now we need stats

User avatar
patroid
Posts: 1173
Joined: Fri Aug 08, 2014 10:58 am
Location: Germany, Berlin

Re: peasent

Post by patroid » Sun Nov 23, 2014 5:40 pm

Hp:5
Power:5
Sight:5
Move:5
All other:0

Patroid

User avatar
COOLguy
Posts: 4005
Joined: Sat Jul 12, 2014 2:58 am
Location: Nenuial, Arnor

Re: peasent

Post by COOLguy » Sun Nov 23, 2014 8:07 pm

Excellent image, Patroid! :)
Thanks!
Josh

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: peasent

Post by Dgkfadomo777 » Mon Nov 24, 2014 2:17 am

Thats good now we need to wait for daniels reply :D

Stratego (dev)
Site Admin
Posts: 9398
Joined: Fri Apr 25, 2014 9:28 pm

Re: peasent

Post by Stratego (dev) » Mon Nov 24, 2014 5:12 am

This unit is interesting and not common, i mostly did not see civilians in war eg. in AOS - however you could go attack with peasants too, but they were basically workers instead.
so they are the workers now in AOS.

btw: What turn cost you suggest for this unit?

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: peasent

Post by Dgkfadomo777 » Mon Nov 24, 2014 7:51 am

1 turn but they move too and have small attack, the idea is they are a cheap unit that can capture castles and are emergency units, but are weak, maybe can mend things slowly,

User avatar
balint
Posts: 1274
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: peasent

Post by balint » Mon Nov 24, 2014 2:37 pm

I think 3 power would be better.
This is Hungary and winter is coming.

User avatar
ejm29
Posts: 682
Joined: Sat Nov 01, 2014 6:03 pm
Location: United Kingdom

Re: peasent

Post by ejm29 » Mon Nov 24, 2014 2:56 pm

+1 other wise they are just to powerful for a 1 cost unit. :)

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: peasent

Post by Dgkfadomo777 » Mon Nov 24, 2014 5:35 pm

in times of desperation countries had to send civilians like farmers into military and they did not have money for swords so theyused what they had. They were also untrained maybe make them have moderate attack but archers can finish kill them in one shot, what they would be used for is to defend in case enemy player starts attacking and your unprepared, like in medival times where some villages focused on peace but did not have strong army and used untrained soldiers or mecernaries in emergencies.

draakjee
Posts: 108
Joined: Mon Jul 07, 2014 11:27 am

Re: peasent

Post by draakjee » Mon Nov 24, 2014 9:07 pm

Dgkfadomo777 wrote:in times of desperation countries had to send civilians like farmers into military and they did not have money for swords so theyused what they had. They were also untrained maybe make them have moderate attack but archers can finish kill them in one shot, what they would be used for is to defend in case enemy player starts attacking and your unprepared, like in medival times where some villages focused on peace but did not have strong army and used untrained soldiers or mecernaries in emergencies.
I also think they should only be used for defence, maybe you can use this idea:

When your TC is under attack, you can call your paesants/civillians for help. This units can be called/summoned every 2 or 3 turns. But will also vanish after 2 or 3 turns. They will "vanish", because they want to return to their houses, the war isn't a nice place for normal people. So after a few turns they are homesick or something and will return.
*For example: when your unit is killed after 1 turn, you still have to wait 3 turns untill you can call the next one*
When you call/summon a peasant, the production in your TC won't be interrupted, so it's pretty easy to call a lot of peasants. But it's hard to transport them to the front line, because they will disappear after a few turns.

It can affect small maps though, because 2 or 3 turns is enough to get to another TC. So maybe they shouldn't be able to conquer a TC (like a scout). And in this way you are sure they will only be used for defence.

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: peasent

Post by Dgkfadomo777 » Tue Nov 25, 2014 2:17 am

What does everyone think about that.

User avatar
COOLguy
Posts: 4005
Joined: Sat Jul 12, 2014 2:58 am
Location: Nenuial, Arnor

Re: peasent

Post by COOLguy » Tue Nov 25, 2014 4:21 am

I like the option expounded by you, Dgkfadomo. It is simpler and along the lines of what I was thinking.
However heeyy's suggestion is very interesting as well.
Thanks!
Josh

User avatar
ejm29
Posts: 682
Joined: Sat Nov 01, 2014 6:03 pm
Location: United Kingdom

Re: peasent

Post by ejm29 » Tue Nov 25, 2014 9:01 am

I liked heeyys idea. But it seems like there are a few flaws, it might get a little annoying after awhile of appearing and disappearing.
And if they are spawned from a tc but do not affect the produtcion of other units, it will make attacking a base very very hard. Although they only have low stats its already hard to take a enemy tc, so peasants spawning as well as others will really unbalance the game.

Just a thought. Im probaly wrong. :D

draakjee
Posts: 108
Joined: Mon Jul 07, 2014 11:27 am

Re: peasent

Post by draakjee » Tue Nov 25, 2014 3:46 pm

On the Fantasy version there are also units that will appear/disappear after a few turns. Maybe you can take a look there and see for yourself if it can be annoying after a while.

And about the second thing: yes, it will be harder in the early stage to conquer an enemy TC. If you are only attacking with 1 or 2 units, it can really make a difference if there's a peasant or not. But in a later stage, you won't even notice the difference between a TC with or without peasant.

User avatar
ejm29
Posts: 682
Joined: Sat Nov 01, 2014 6:03 pm
Location: United Kingdom

Re: peasent

Post by ejm29 » Tue Nov 25, 2014 6:15 pm

Ok. Fair enough. Im probaly wrong. :)

draakjee
Posts: 108
Joined: Mon Jul 07, 2014 11:27 am

Re: peasent

Post by draakjee » Tue Nov 25, 2014 8:57 pm

I think you should really try it on AOF, i can also be wrong :P

User avatar
ejm29
Posts: 682
Joined: Sat Nov 01, 2014 6:03 pm
Location: United Kingdom

Re: peasent

Post by ejm29 » Tue Nov 25, 2014 11:23 pm

Ok. Well I might get it eventual. I just dislike the way it needs access to my mobiles dev functions. :)

Post Reply

Return to “Unit - infantry”