Phantom Guard - Undead Elite - Long post! - Archived
Phantom Guard - Undead Elite - Long post! - Archived
Since the undeads don't have a really good elite squad (imo, noticed that bcz most of times when i was playing as undead, i got rkt by that King unit spam agains human AI while on the other races i was still able to counter it...), so here is my idea to balance that, got inspired on Castlevania "Armor knight" Units.
About these units:
"Armor given a mind of its own through evil magic, yet completely empty inside. Slow but extremely powerful."
As the description says, they are slow but really powerfull foes (i think most of them would have 2 or 3 speed at max, and min 4 turns to produce due high Atk, Def and Hp), also to fit on our game, these units, even being on undead, i think they should not be allowed to cross the water, these aren't armors to swim around imo :v... i will put a feel examples here but there is a lot more such as "Dual Axe Armor", "Axelord Armor", "Hammer Master", "Blade Master", "Gurkha Master", "Lord Armor", "Guardian", "Bomb knight", "Disc knight", "Owl Knight", "Dullahan" and so on...
So i put their new name, their role and their reference on Castlevania (so you can check them all to see if i miss something), also what weapon they use , their in-game skills and my idea for them... Feel free to leave any possible stats for them or anything else... Enjoy...
===================================
First a specific place to produce them
- Phantom Garrison - Building- 6~10 turns
Enables the production of the Phantom guards and their upgrades!
================================= - Phantom guard - base unit - "Axe Armor"
A base closed armor - He wears a big shield and axe!
Slash and hack with its axe. No special abilities.
I think this is a basic combat unit, so frontline him!
cost: ~4 turns
---------------------------------------- - Phantom Guardian - Phantom Guard upgrade - "Axe knight"
A heavy armor - He use a dual bladed axe and shield
Able to deal extreme damage to both close and middle range, he hacks and slash with his axe and is able to throw it like a boomerang.
For this one, stats improved and will be able to throw his axe as skill, low range and fast cooldown, maybe 2~3 max throw range and 1~2 turns for skill cooldown...
Produce Cost: ~4 turns
Upgrade Cost: ~6 turns
=================================== - Phantom Crusher - Siege unit - "Plate armor"
A Heavy armor - bears a Massive Spiked ball that crushes anything in the path.
On the game he throws it directly to you and can spin with his spiked ball, damaging both his allies and foes on range.
I think this one will be a perfect siege unit for undead, massive attack and defense, but slower than the other armors, the ball can smash multiple units on its way so i think it should not have more than 3 range... Its spinning skill will work on the same way as sword dancer from elves, but it would damage both enemies and allies on range.
Produce cost: ~8 turns
===================================
(No img due attachment limit :v)
- Phantom Lancer - Base Spear unit - "Armor knight"
A heavy armor with a spear and shield - its spear range compensate with damage its lack of speed
Long range stabs, good psychal defense while guarding.
For this unit, i think it could have 2 instances, ofensive and defensive (On ofensive it would act normally, on defensive it would have its speed reduced to 1 tile and would be unable to attack {maybe shield bashes}, but would receive a boost on defense).
Produce cost: ~5 turns
----------------------------------------
(Also no img due limit...)
- Golden Lancer - Phantom lancer upgrade - "Golden Knight"
Long range stabs, really high psychal defense while guarding.
Nothing special, just stat imprevement...
Producion cost: ~5 turns
Upgrade cost: ~6 turns
==================================
(Maybe on another coment)
- Phantom Swordman - Base combat unit - "Great Armor"
He have a lighter armor than the other Phantoms, less defense but that makes him faster and a strong foe on close combat.
He hacks and slash with his sword and also bash foes with his shield attack.
2 instances - ofensive and defensive (same way from the lancers)
Prodution cost: ~4 turns
=================================
(I guess those inspirational images where enough to know from what i was talking :s)
- Phantom Defender - Heavy Combat Unit - "Final guard"
Incredibly tough armor holding defensive positions. Breaking through its line of defense is very hard. - Bears a Morningstar and Magic Shield.
(His description is about his Magic barrier that protects him from any kind of attack, its dissipates when he will attack, having a small amount of time to atk him... But isn't a problem since he is really slow)
Also in his attack stance his shield is able to spit fire if you are too close (But thats rare to happen).
For him my idea is:
- 2 stances for this armor, the ofensive and defensive (The ofensive it would act normally, on the defensive it would be unable to move, and unable to use the weapon, but will have his armor and pierce armor boosted a lot... And his shield attack would be stronger due flaming attack)
Producion cost: No idea... Maybe ~8 turns?
About these units:
"Armor given a mind of its own through evil magic, yet completely empty inside. Slow but extremely powerful."
As the description says, they are slow but really powerfull foes (i think most of them would have 2 or 3 speed at max, and min 4 turns to produce due high Atk, Def and Hp), also to fit on our game, these units, even being on undead, i think they should not be allowed to cross the water, these aren't armors to swim around imo :v... i will put a feel examples here but there is a lot more such as "Dual Axe Armor", "Axelord Armor", "Hammer Master", "Blade Master", "Gurkha Master", "Lord Armor", "Guardian", "Bomb knight", "Disc knight", "Owl Knight", "Dullahan" and so on...
So i put their new name, their role and their reference on Castlevania (so you can check them all to see if i miss something), also what weapon they use , their in-game skills and my idea for them... Feel free to leave any possible stats for them or anything else... Enjoy...
===================================
First a specific place to produce them
- Phantom Garrison - Building- 6~10 turns
Enables the production of the Phantom guards and their upgrades!
================================= - Phantom guard - base unit - "Axe Armor"
A base closed armor - He wears a big shield and axe!
Slash and hack with its axe. No special abilities.
I think this is a basic combat unit, so frontline him!
cost: ~4 turns
---------------------------------------- - Phantom Guardian - Phantom Guard upgrade - "Axe knight"
A heavy armor - He use a dual bladed axe and shield
Able to deal extreme damage to both close and middle range, he hacks and slash with his axe and is able to throw it like a boomerang.
For this one, stats improved and will be able to throw his axe as skill, low range and fast cooldown, maybe 2~3 max throw range and 1~2 turns for skill cooldown...
Produce Cost: ~4 turns
Upgrade Cost: ~6 turns
=================================== - Phantom Crusher - Siege unit - "Plate armor"
A Heavy armor - bears a Massive Spiked ball that crushes anything in the path.
On the game he throws it directly to you and can spin with his spiked ball, damaging both his allies and foes on range.
I think this one will be a perfect siege unit for undead, massive attack and defense, but slower than the other armors, the ball can smash multiple units on its way so i think it should not have more than 3 range... Its spinning skill will work on the same way as sword dancer from elves, but it would damage both enemies and allies on range.
Produce cost: ~8 turns
===================================
(No img due attachment limit :v)
- Phantom Lancer - Base Spear unit - "Armor knight"
A heavy armor with a spear and shield - its spear range compensate with damage its lack of speed
Long range stabs, good psychal defense while guarding.
For this unit, i think it could have 2 instances, ofensive and defensive (On ofensive it would act normally, on defensive it would have its speed reduced to 1 tile and would be unable to attack {maybe shield bashes}, but would receive a boost on defense).
Produce cost: ~5 turns
----------------------------------------
(Also no img due limit...)
- Golden Lancer - Phantom lancer upgrade - "Golden Knight"
Long range stabs, really high psychal defense while guarding.
Nothing special, just stat imprevement...
Producion cost: ~5 turns
Upgrade cost: ~6 turns
==================================
(Maybe on another coment)
- Phantom Swordman - Base combat unit - "Great Armor"
He have a lighter armor than the other Phantoms, less defense but that makes him faster and a strong foe on close combat.
He hacks and slash with his sword and also bash foes with his shield attack.
2 instances - ofensive and defensive (same way from the lancers)
Prodution cost: ~4 turns
=================================
(I guess those inspirational images where enough to know from what i was talking :s)
- Phantom Defender - Heavy Combat Unit - "Final guard"
Incredibly tough armor holding defensive positions. Breaking through its line of defense is very hard. - Bears a Morningstar and Magic Shield.
(His description is about his Magic barrier that protects him from any kind of attack, its dissipates when he will attack, having a small amount of time to atk him... But isn't a problem since he is really slow)
Also in his attack stance his shield is able to spit fire if you are too close (But thats rare to happen).
For him my idea is:
- 2 stances for this armor, the ofensive and defensive (The ofensive it would act normally, on the defensive it would be unable to move, and unable to use the weapon, but will have his armor and pierce armor boosted a lot... And his shield attack would be stronger due flaming attack)
Producion cost: No idea... Maybe ~8 turns?
Stay Awesome!
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Re: Phantom Guard - Undead Elite - Long post!
i got rkt by that King unit spam agains human AI while on the other races i was still able to counter it
Daniel,was going to remove the king unit from bulidable,its unit for campaing. But mayby it works in next version.
Daniel,was going to remove the king unit from bulidable,its unit for campaing. But mayby it works in next version.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Phantom Guard - Undead Elite - Long post!
I know it will get out, as i said i just noticed that was an inbalanced bcz they were not able to defend theirself against the king while the other races could...
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- Alexander82
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Re: Phantom Guard - Undead Elite - Long post!
I think we might merge these ideas with the ancient units proposed some time ago
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Re: Phantom Guard - Undead Elite - Long post!
I think these ancient units looks more to the 3rd upgrade for the base skeleton units...
Anyways i attempted to draft one of the Armors... I have no idea what i was doing on my phone btw... But it started to look cool! (I guess...) I have no idea how to render and stuff (i just drafted) so if anyone could help to improve it and give me tips would be cool!
Anyways i attempted to draft one of the Armors... I have no idea what i was doing on my phone btw... But it started to look cool! (I guess...) I have no idea how to render and stuff (i just drafted) so if anyone could help to improve it and give me tips would be cool!
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- Alexander82
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Re: Phantom Guard - Undead Elite - Long post!
Not bad as a start but try to stick with the right proportions. If you ask Daniel he can send you the current graphics so you might start by editing an existing image
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Re: Phantom Guard - Undead Elite - Long post!
Sure, i was attempting to draft something similar to this guy here...
Close enough i guess
Close enough i guess
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Re: Phantom Guard - Undead Elite - Long post!
Ok, now i did this attempt using the imperial 2 handed knight as base... For the Phantom Smasher
I attempted to make a bigger spiked ball but i still don't have the skill to make it does't look weird
I attempted to make a bigger spiked ball but i still don't have the skill to make it does't look weird
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- Alexander82
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Re: Phantom Guard - Undead Elite - Long post!
Great job, now you need to shade the sprite to give it an illusion of depth
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Re: Phantom Guard - Undead Elite - Long post!
Like this?
Not sure if i did right...
Not sure if i did right...
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Re: Phantom Guard - Undead Elite - Long post!
Attempted to make the Phantom guard with the imperial guard as base...
I was not sure about the the axe on that position but i think it is ok with the added blood on it xD
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- DoomCarrot
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Re: Phantom Guard - Undead Elite - Long post!
These are very good, but I must agree with Alexander that they could use a little bit more shading. The easiest way is to just set opacity to like 10-20%, and just brush the unit with it to shade it until it looks very 3d without looking too dark.
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Re: Phantom Guard - Undead Elite - Long post!
Ok, attempted to fix the shades on this one... It really did make difference on the spiked ball, it seens lot bigger now , also did on the armor, i guess i'm starting to understand this thing xD
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- Alexander82
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Re: Phantom Guard - Undead Elite - Long post!
It's improving, try to make light flow in a natural way
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Re: Phantom Guard - Undead Elite - Long post!
Okay... After a lot of attempts, i think this is the most natural i can do on this right now... If is there anything, what else i still did miss here?
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- DoomCarrot
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Re: Phantom Guard - Undead Elite - Long post!
Honestly, I think that is pretty good. However, don't forget to add teamcoloring, instead of the red color you have on it.
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Re: Phantom Guard - Undead Elite - Long post!
Team color is purple isn't? Made one just in case
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- Alexander82
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Re: Phantom Guard - Undead Elite - Long post!
The team color is a magenta that you can shade with light. If you want later i'll edit a bit the shading and add the team color so that i'll give you an example. You seems to learn fast, so this will be make you easyer to master the result.
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- Alexander82
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Re: Phantom Guard - Undead Elite - Long post!
I've edited and reshaded your unit. I have also corrected the team color.
- Attachments
-
- Phantom guard.png (18.76 KiB) Viewed 8434 times
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Re: Phantom Guard - Undead Elite - Long post!
Holly mother... I loved it !!! Now i see what's you where talking about the shades The Phantom Smasher now seens to really smash the things.
I will attempt to put this on the Phantom Guard too and on the other ones to see how i much i can improve them.
I will attempt to put this on the Phantom Guard too and on the other ones to see how i much i can improve them.
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- Alexander82
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Re: Phantom Guard - Undead Elite - Long post!
Perfect! You seems to learn fast
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Re: Phantom Guard - Undead Elite - Long post!
Okay, attempted to use your example to improve the other one...
From this To this
From this To this
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Re: Phantom Guard - Undead Elite - Long post!
Also made a double edged axe on this other... It took me some time until i could figure to let the both edges symmetric, but i plan to paint this one with another color. Maybe gray or yellow or idk... And do some more details on the shield.
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- Alexander82
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Re: Phantom Guard - Undead Elite - Long post!
Why don't you try using the same color as the one i've made? That green seems strange.
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Re: Phantom Guard - Undead Elite - Long post!
Bcz i think a different color for each armor could be better to distinguish each one... But i guess you are right about that green... I was thinking on those scale armors when i made it :s (scale armors are mostly green, same thing with plate which is mostly blue... Basically the color of these armors is based on the Metal color from the material of the armor)
But if you want, i will stick only with black, white, cooper, silver and gold to make them.
But if you want, i will stick only with black, white, cooper, silver and gold to make them.
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- Alexander82
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Re: Phantom Guard - Undead Elite - Long post!
I think they should look alike, just with a different equipment. What do you think guys?
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Re: Phantom Guard - Undead Elite - Long post!
Made this in a rush too see how it would became... What do you think?
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- Alexander82
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Re: Phantom Guard - Undead Elite - Long post!
Better.
2 suggestions.
1) make the shaft of the axe wooden
2) increase the difference between light and shadow
2 suggestions.
1) make the shaft of the axe wooden
2) increase the difference between light and shadow
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