Imperial Captain - IMPLEMENTED
Imperial Captain - IMPLEMENTED
Imperial Captain
Elite unit
Trainable at barracs/castle
Cost:8
Hp:65
Atk:20
Rng:1
Sight:4
Spd:3
Res:100%
Arm:4
P.arm:6
Abilities:
Morale aura passive: rng:3, gives +1 to all allies attack.
Imperial training passive: rng:3, gives +5 attack to all Imperials
Elite unit
Trainable at barracs/castle
Cost:8
Hp:65
Atk:20
Rng:1
Sight:4
Spd:3
Res:100%
Arm:4
P.arm:6
Abilities:
Morale aura passive: rng:3, gives +1 to all allies attack.
Imperial training passive: rng:3, gives +5 attack to all Imperials
- Attachments
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- Imperial Captain v2.png (2.12 KiB) Viewed 3481 times
Last edited by Savra on Fri Oct 26, 2018 5:25 am, edited 15 times in total.
- General Brave
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- Location: The Four Point Military Academy.
Re: Imperial Captain
I very like this idea, perhaps the arm with the shield needs a bit more work.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Imperial Captain
How's this?
Last edited by Savra on Fri Oct 26, 2018 1:26 am, edited 1 time in total.
- General Brave
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Re: Imperial Captain
Yes, but raise the shield a few pixel.
Wise, Might, Loyalty. Forever stands Warfell.
- Ayush Tiwari
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Re: Imperial Captain
it costs two turns more than imp. Guard,which has almostly the same stats,and more attack,and has trampleSavra wrote: ↑Sat Aug 11, 2018 3:39 am Imperial Captain
Imperial Captain.png
Elite unit (I wanna try out that one champion per mega building thing, basically you only can get another imperial captain of you have another castle, not a mini mega.)
Trainable at barracs/castle
Cost:8
Hp:60
Atk:17
Rng:1
Sight:4
Spd:3
Res:100%
Arm:3
P.arm:5
Abilities:
Morale aura passive, gives +1 to all allies attack.
Stats:(of imp. Guard)
Cost: 6
HP: 50
Attack power: 20
Range: 1
Armor: 3
Pierce armor: 3
Speed: 3
Sight: 4
Action/turn: 1/1
Spell resistance: 50%
Size: 1×1
Special: Trample
Buildable at: castle, barracks
Homo homini lupus
- General Brave
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Re: Imperial Captain
Here's the new image.
Last edited by Savra on Fri Oct 26, 2018 1:27 am, edited 1 time in total.
- General Brave
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Re: Imperial Captain
This seems okay to be accepted if no one else disagrees.
Wise, Might, Loyalty. Forever stands Warfell.
- Lynx Shafir
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Re: Imperial Captain
Does the moral give spell res or armor?
Or just 1 attack.
Than better make it 6 cost general tipe unit. (with Aura) Not necessary imperial.
The imperial knight is already a "captain"-just hasn't Aura. (better mobility and stats too)
Doesn't worth 8 cost.
If units like inquisitor, barbarian get in whit 8 cost players will more likely train them instead this what only gives +1 Attak! (and Drake knight )
A moral keeper with 1 buff at average cost unit would be better.(5-6)
Or just 1 attack.
Than better make it 6 cost general tipe unit. (with Aura) Not necessary imperial.
The imperial knight is already a "captain"-just hasn't Aura. (better mobility and stats too)
Doesn't worth 8 cost.
If units like inquisitor, barbarian get in whit 8 cost players will more likely train them instead this what only gives +1 Attak! (and Drake knight )
A moral keeper with 1 buff at average cost unit would be better.(5-6)
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- Alexander82
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Re: Imperial Captain
what about a higher bonus but he might affect only imperial units?
Something like a +5 (non stackable)
Something like a +5 (non stackable)
Age of Fantasy design leader
- Lynx Shafir
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Re: Imperial Captain
Better a leader unit like ork chief/warlord(Idk name) to affect every nearby unit.
Gives moral (spell res increase) and attack or armor.
This way is more useful than if buffs only imperials who are enough strong anyway
So 6 cost. General type.
Gives moral (spell res increase) and attack or armor.
This way is more useful than if buffs only imperials who are enough strong anyway
So 6 cost. General type.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- Alexander82
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Re: Imperial Captain
What about a double aura? One aura will affect all units and a second aura will affect imperial units only.
It is like the centurion aura from AoS
A +1 to attack it is really low for imperials and since this unit is themed like them I think it is fair to give it an improved effect for other imperial units.
Also we can make other leaders and combine more auras
It is like the centurion aura from AoS
A +1 to attack it is really low for imperials and since this unit is themed like them I think it is fair to give it an improved effect for other imperial units.
Also we can make other leaders and combine more auras
Age of Fantasy design leader
- General Brave
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Re: Imperial Captain
What kind of bonus style did you have in mind
plus 1 to all non imperials attack and defence and +2 to all imperials attack and +1 to their defences like Imperial training.
plus 1 to all non imperials attack and defence and +2 to all imperials attack and +1 to their defences like Imperial training.
- makazuwr32
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Re: Imperial Captain
NO BONUS ARMOR. Or you want 16/18 armored imperial shielder that nearly nobody would be able to kill?!
I prefer Alex's idea of +5 to imperials and +1 or +2 to all other units (we can make this affect imperials as well).
I prefer Alex's idea of +5 to imperials and +1 or +2 to all other units (we can make this affect imperials as well).
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- General Brave
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Re: Imperial Captain
Alright what does everyone agree on.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Imperial Captain
I like Alexander's idea too, I just didn't get it at first.
- General Brave
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- Ayush Tiwari
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- Alexander82
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Re: Imperial Captain
Thanks guys.
Anyway I think that humans should rely more on formations and morale.
The real strength of humans should be their discipline and organization that should overcome simply higher base stats.
So they can have arrow deflections that affect shielded infantry or attack bonus to pikes used in formation or a morale bonus from priests.
We might take more ideas from AoS for them (not a simple copy tough).
This way we can differentiate different races making them effective in their own way.
Now that we have 6 races it is very important to give each one a specific style
Anyway I think that humans should rely more on formations and morale.
The real strength of humans should be their discipline and organization that should overcome simply higher base stats.
So they can have arrow deflections that affect shielded infantry or attack bonus to pikes used in formation or a morale bonus from priests.
We might take more ideas from AoS for them (not a simple copy tough).
This way we can differentiate different races making them effective in their own way.
Now that we have 6 races it is very important to give each one a specific style
Age of Fantasy design leader
- makazuwr32
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Re: Imperial Captain
Than please remove shields upgrades and imperial techs.Alexander82 wrote: ↑Mon Aug 13, 2018 1:33 pm Thanks guys.
Anyway I think that humans should rely more on formations and morale.
The real strength of humans should be their discipline and organization that should overcome simply higher base stats.
So they can have arrow deflections that affect shielded infantry or attack bonus to pikes used in formation or a morale bonus from priests.
We might take more ideas from AoS for them (not a simple copy tough).
This way we can differentiate different races making them effective in their own way.
Now that we have 6 races it is very important to give each one a specific style
Because as i said before many units of humans will gain astounding amounts of armor making some races absurdly weak against them in late game (elves, undeads, current dwarves so mention the least)
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Alexander82
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Re: Imperial Captain
Shields upgrades are ok imho.
We can adjust some stats of specific units later if needed but they will be great for the current infantry units.
About the imperial techs we can discuss after the new units for humans will be in game.
We can adjust some stats of specific units later if needed but they will be great for the current infantry units.
About the imperial techs we can discuss after the new units for humans will be in game.
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- Alexander82
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Re: Imperial Captain
About the other races I've already told you to wait after we expand them. With archers increase in minimum damage (for elves) and upgrades (for dwarves) we will change any problem.
Also I'd like to open the discussion related to damage and armor types.
Also I'd like to open the discussion related to damage and armor types.
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- makazuwr32
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Re: Imperial Captain
The reason is that with this upgrade imperial shielder will have too much armor (10/12) even without imperial techs.
Also other units of humans with shields:
Swordman (and upgrades)
Skirmisher (and upgrades)
Knight (and upgrades)
Axe thrower (and upgrades, if he will become trainable)
Templar (if he will become trainable)
As for me Knight with 7/7 armor (if we add 3rd tier it i think will get bonus armor as well) or skirmisher with 4/10 (or more after 3rd tier) is just soo much for a single unit.
Also other units of humans with shields:
Swordman (and upgrades)
Skirmisher (and upgrades)
Knight (and upgrades)
Axe thrower (and upgrades, if he will become trainable)
Templar (if he will become trainable)
As for me Knight with 7/7 armor (if we add 3rd tier it i think will get bonus armor as well) or skirmisher with 4/10 (or more after 3rd tier) is just soo much for a single unit.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Ayush Tiwari
- Posts: 1221
- Joined: Wed Sep 20, 2017 5:30 am
- Location: Gorakhpur,a rural city in North India
Re: Imperial Captain
can we make armour aura temporary?(or maybe give it armour,in exchange of something?)
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- Alexander82
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Re: Imperial Captain
@makazuwr32 we are making a total rework of the race to fit the new upgrades/techs logic so we can adjust stats if needed.
I'm adding a lot of stuff to other races too, so I think we can adjust everything to reach a better balance.
I'm adding a lot of stuff to other races too, so I think we can adjust everything to reach a better balance.
Age of Fantasy design leader
- makazuwr32
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Re: Imperial Captain
Than let's add stuff to other races (including other things for humans) and then shield upgrades?
We need to see at least how 3rd tier and change in blacksmith upgrades will affect humans and their fights.
We need to see at least how 3rd tier and change in blacksmith upgrades will affect humans and their fights.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- General Brave
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- Location: The Four Point Military Academy.
Re: Imperial Captain
So it needs a better image then accept it or what.
Wise, Might, Loyalty. Forever stands Warfell.
- Alexander82
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Re: Imperial Captain
@General Brave is already testing those.makazuwr32 wrote: ↑Mon Aug 13, 2018 3:17 pm Than let's add stuff to other races (including other things for humans) and then shield upgrades?
We need to see at least how 3rd tier and change in blacksmith upgrades will affect humans and their fights.
I'd like to see them in the dev version so we can all test them
Age of Fantasy design leader