Imperial Captain

Savra
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Imperial Captain

Post by Savra » Sat Aug 11, 2018 3:39 am

Imperial Captain
Imperial Captain.png
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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:65
Atk:20
Rng:1
Sight:4
Spd:3
Res:100%
Arm:4
P.arm:6
Abilities:
Morale aura passive, gives +1 to all allies attack.
Last edited by Savra on Sun Aug 12, 2018 2:19 am, edited 1 time in total.

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General Brave
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Re: Imperial Captain

Post by General Brave » Sat Aug 11, 2018 4:21 am

I very like this idea, perhaps the arm with the shield needs a bit more work.
Wise, Might, Loyalty. Forever stands Warfell.

Savra
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Re: Imperial Captain

Post by Savra » Sat Aug 11, 2018 5:54 am

How's this?
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General Brave
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Re: Imperial Captain

Post by General Brave » Sat Aug 11, 2018 7:24 am

Yes, but raise the shield a few pixel.
Wise, Might, Loyalty. Forever stands Warfell.

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Ayush Tiwari
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Re: Imperial Captain

Post by Ayush Tiwari » Sat Aug 11, 2018 8:16 am

Savra 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.
it costs two turns more than imp. Guard,which has almostly the same stats,and more attack,and has trample
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
"Don't prove your worth to AoS,
Prove the worth of AoS to the world."

Savra
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Re: Imperial Captain

Post by Savra » Sun Aug 12, 2018 2:19 am

Updated how's that?

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General Brave
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Re: Imperial Captain

Post by General Brave » Sun Aug 12, 2018 2:29 am

I think it's better.
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Savra
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Re: Imperial Captain

Post by Savra » Sun Aug 12, 2018 3:01 am

Here's the new image.
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General Brave
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Re: Imperial Captain

Post by General Brave » Sun Aug 12, 2018 3:14 am

This seems okay to be accepted if no one else disagrees.
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Lynx Shafir
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Re: Imperial Captain

Post by Lynx Shafir » Sun Aug 12, 2018 6:45 am

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)
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Alexander82
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Re: Imperial Captain

Post by Alexander82 » Sun Aug 12, 2018 12:47 pm

what about a higher bonus but he might affect only imperial units?

Something like a +5 (non stackable)

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Re: Imperial Captain

Post by Lynx Shafir » Sun Aug 12, 2018 3:28 pm

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.
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Alexander82
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Re: Imperial Captain

Post by Alexander82 » Sun Aug 12, 2018 3:41 pm

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

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General Brave
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Re: Imperial Captain

Post by General Brave » Sun Aug 12, 2018 6:02 pm

What other human leaders?
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Savra
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Re: Imperial Captain

Post by Savra » Sun Aug 12, 2018 9:09 pm

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.

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makazuwr32
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Re: Imperial Captain

Post by makazuwr32 » Mon Aug 13, 2018 5:23 am

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).
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)

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General Brave
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Re: Imperial Captain

Post by General Brave » Mon Aug 13, 2018 5:25 am

Alright what does everyone agree on.
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Re: Imperial Captain

Post by Savra » Mon Aug 13, 2018 5:31 am

I like Alexander's idea too, I just didn't get it at first.

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General Brave
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Re: Imperial Captain

Post by General Brave » Mon Aug 13, 2018 5:34 am

I like it.
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Ayush Tiwari
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Re: Imperial Captain

Post by Ayush Tiwari » Mon Aug 13, 2018 9:17 am

+1 to Alexander's idea
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Alexander82
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Re: Imperial Captain

Post by Alexander82 » 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

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makazuwr32
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Re: Imperial Captain

Post by makazuwr32 » Mon Aug 13, 2018 2:04 pm

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
Than please remove shields upgrades and imperial techs.
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)
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)

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Alexander82
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Re: Imperial Captain

Post by Alexander82 » Mon Aug 13, 2018 2:10 pm

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.

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Alexander82
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Re: Imperial Captain

Post by Alexander82 » Mon Aug 13, 2018 2:13 pm

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.

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makazuwr32
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Re: Imperial Captain

Post by makazuwr32 » Mon Aug 13, 2018 2:17 pm

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.
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Ayush Tiwari
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Re: Imperial Captain

Post by Ayush Tiwari » Mon Aug 13, 2018 2:28 pm

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

Post by Alexander82 » Mon Aug 13, 2018 2:35 pm

@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.

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makazuwr32
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Re: Imperial Captain

Post by makazuwr32 » 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.
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)

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General Brave
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Re: Imperial Captain

Post by General Brave » Mon Aug 13, 2018 9:41 pm

So it needs a better image then accept it or what.
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Alexander82
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Re: Imperial Captain

Post by Alexander82 » Mon Aug 13, 2018 10:35 pm

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.
@General Brave is already testing those.

I'd like to see them in the dev version so we can all test them

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