Immortal - ARCHIVED
- Sunrise Samurai
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Immortal - ARCHIVED
Immortal
Cost: 5
Built at manor
Hp: 10
Power: 8, good vs. buildings, like swordsman.
Range: 1
Speed: 3
Armor: 2/2
Spell resistance: 30
Ability: Phoenix life. (When this unit dies, the game remembers the location. At the end of the owner's next turn, the unit is revived at full health if that told is empty. Otherwise, it attempts to revive again the following turn, until successful.)
Long story short, kill it and it keeps coming back. You have to hold it down with a unit or building to prevent it from returning, and if the undead player can free the location it still returns many turns later. 5 cost seems expensive for a swordsman type unit until you realize it forces your enemy to permanently tie down a spot if they don't want to keep fighting the same soldier for all eternity.
Cost: 5
Built at manor
Hp: 10
Power: 8, good vs. buildings, like swordsman.
Range: 1
Speed: 3
Armor: 2/2
Spell resistance: 30
Ability: Phoenix life. (When this unit dies, the game remembers the location. At the end of the owner's next turn, the unit is revived at full health if that told is empty. Otherwise, it attempts to revive again the following turn, until successful.)
Long story short, kill it and it keeps coming back. You have to hold it down with a unit or building to prevent it from returning, and if the undead player can free the location it still returns many turns later. 5 cost seems expensive for a swordsman type unit until you realize it forces your enemy to permanently tie down a spot if they don't want to keep fighting the same soldier for all eternity.
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- Sunrise Samurai
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Re: Immortal
Can the game engine even handle this? And to clarify, it can't capture a tc by resurrecting inside an empty enemy controlled tc. It has to wait until you control the tc again if it died there.
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- LordOfAles
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Re: Immortal
But if immortal dies,wouldnt stepping on his corpse result in unit override,making him completely deleted?
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- Sunrise Samurai
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Re: Immortal
That's why I asked if the game could handle it, being able to remember where it died even if something steps on it. If stepping on it were to cause deletion, this would need to be more powerful to make up for it.LordOfAles wrote:But if immortal dies,wouldnt stepping on his corpse result in unit override,making him completely deleted?
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- LordOfAles
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Re: Immortal
Maybe there should be a different corpse for Immortal(to different him from normal one),and he couldnt ressurect if there is a unit STANDING NEXT to his corpse,so enemy unit will still be pinned to his corpse without overriding it ;)Corpse would be unwalkable or unlfliyable
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- Puss_in_Boots
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Re: Immortal
Maybe it should be possible to eliminate them forever with the exorcism move. I feel it would make sense that way.
OLÉ
- LordOfAles
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Re: Immortal
They are Immortal!Bwahahahaha!
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- Sunrise Samurai
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Re: Immortal
That works. His corpse actually holds the space, but can be held down by anything adjacent, and destroyed by exorcism. That certainly seems good to me.
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- Sunrise Samurai
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Re: Immortal
To clarify, exorcism destroys the corpse. If he is alive, it only damages him as normal.
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- LordOfAles
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Re: Immortal
But if one has Immortal,and one doesnt have exorcism,then immortal would be too op
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- LordOfAles
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Re: Immortal
I see the solution in making exorcism a core tech
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- Sunrise Samurai
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Re: Immortal
An alternative might be to, on death, make him turn into a 30 life, 5/5 armor and 0 power, 0 movement dormant immortal with a transform spell, which turns him back into the normal immortal. Assuming you can kill the dormant form in one turn, it actually dies permanently, though 30 life and 5 armor makes this difficult.
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- LordOfAles
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- Alexander82
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Re: Immortal
Seems imbalanced to me.
An immortal unit would be ok only if you can have a limited amount of them and the engine should also be adapted to allow another player to win somehow
An immortal unit would be ok only if you can have a limited amount of them and the engine should also be adapted to allow another player to win somehow
Age of Fantasy design leader
- Sunrise Samurai
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Re: Immortal
I think that's where the last version works best. It's hard, but nowhere near impossible, to kill. This is also helped by the high cost and only being built in the manor. The base unit is easy enough to remove from play, so you can hold it down until you have the firepower to destroy it easily enough.
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- Alexander82
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Re: Immortal
Cost 5 is not high... It should be really eady to kill in its temporary form
Age of Fantasy design leader
Re: Immortal DISCUSSING
I would give him a little more hp like 15 and low his temporary form hp
Im not coming. Im impending
Re: Immortal DISCUSSING
Do you have an image on your mind to show us how this unit will look ? (or just describe how it looks)
Fantasy > 40k
- LordOfAles
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Re: Immortal DISCUSSING
This would be a cool addition. I suggest for image to be lightly armored...whatever necromancer is. With a sword/axe.
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
Re: Immortal DISCUSSING
Maybe, for simpler use just give it the ability to turn into a basic skeleton warrior on death.
If not then we can still do this but it would be put in votes section maybe.
If not then we can still do this but it would be put in votes section maybe.
- makazuwr32
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Re: Immortal DISCUSSING
Archived.
Phantoms partially have this role now.
Phantoms partially have this role now.
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™.