Harpoonman
- count_dcinamon
- Posts: 4
- Joined: Fri Jun 24, 2016 5:18 pm
Harpoonman
What about unit lkke crossbowman, but instead crossbow, he use harpoon with rope attached to it?
So after attack, the enemy will move toward the harpoon man 1 square. If theres something in its way, the drag effect cancelled, but instead get some extra damage.
Note : update about stats and other will be added soon, share your thought
So after attack, the enemy will move toward the harpoon man 1 square. If theres something in its way, the drag effect cancelled, but instead get some extra damage.
Note : update about stats and other will be added soon, share your thought
“I was trying to win the throne to save the kingdom, when I should have been trying to save the kingdom to win the throne.”
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Harpoonman
We still need the stats,ill try to make one
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Harpoonman
Hp:11
Power:7
Cost:3
Sight:4
Range:4
Conversion resistance:0%
Normal armor:0
Pierce armor:0
Ability:As count_dcinamon described
Builders:Dock,TCs near water
Wont be affected by Archery 1 and 2
Speed:3
Bonus against:None
Ability bonus:50%
Gem cost:3
Made the stats!I think this would really be a cool upgrade!
Power:7
Cost:3
Sight:4
Range:4
Conversion resistance:0%
Normal armor:0
Pierce armor:0
Ability:As count_dcinamon described
Builders:Dock,TCs near water
Wont be affected by Archery 1 and 2
Speed:3
Bonus against:None
Ability bonus:50%
Gem cost:3
Made the stats!I think this would really be a cool upgrade!
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Harpoonman
Ik this is an old topic,but idea is unique
- Attachments
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- Harpoonman.png (1.16 KiB) Viewed 3628 times
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- DoomCarrot
- Posts: 3096
- Joined: Wed Mar 18, 2015 6:04 pm
- Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point
Re: Harpoonman
Obviously the effect would only work if the unit COULD move a space in the harpoonman's direction? (no buildings or obstacles in the way).
Also, how would this work? Would the effect happen at the same time that fire/poison is calculated? How many turns does the effect last?
Also, how would this work? Would the effect happen at the same time that fire/poison is calculated? How many turns does the effect last?
The day is coming when a single carrot, freshly observed, will set off a revolution.
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Harpoonman
I feel that the weapon should have a rope on it if we plan on giving it this happening effect.
I think the effect works better as a throw it once, and it moves the unit closer at the same turn, if it worked like fire, or poison then the player would have to option to move away at that turn.
It shouldn't be strong enough to move cavalry, not can it's harpoon pierce job flesh and blood units, so buildings, cav, and machines should be immune.
Lastly, about the image, I am pretty sure harpoon were thrown and not shot from a crossbow back then. The guy holding it does look great however.
I think the effect works better as a throw it once, and it moves the unit closer at the same turn, if it worked like fire, or poison then the player would have to option to move away at that turn.
It shouldn't be strong enough to move cavalry, not can it's harpoon pierce job flesh and blood units, so buildings, cav, and machines should be immune.
Lastly, about the image, I am pretty sure harpoon were thrown and not shot from a crossbow back then. The guy holding it does look great however.
OLÉ
- DoomCarrot
- Posts: 3096
- Joined: Wed Mar 18, 2015 6:04 pm
- Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point
Re: Harpoonman
Why can't a harpoon damage units at least? Harpoons are basically just spears with ropes attached to them, I see no reason why a harpoon should do any less damage than a spear, even if it attacks something that it can not "pull"Puss_in_Boots wrote:not can it's harpoon pierce job flesh and blood units.
The day is coming when a single carrot, freshly observed, will set off a revolution.
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Harpoonman
I really need to turn auto correct off.Puss_in_Boots wrote:not can it's harpoon pierce job flesh and blood units.
I never said they received no damage, just no pull effect on units that are immune.
OLÉ
- DoomCarrot
- Posts: 3096
- Joined: Wed Mar 18, 2015 6:04 pm
- Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point
Re: Harpoonman
Oh ok.
The day is coming when a single carrot, freshly observed, will set off a revolution.