Orc Cavalry Tech tree - MTG

Post Reply
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Orc Cavalry Tech tree - MTG

Post by Alexander82 » Tue Nov 07, 2017 6:08 pm

Tech tree

____Shivan raptor___________________________________________Warg Riding
effect: Raptor riders gain first strike_____________________________As it is
_________|______________________________________________________|
_________|______________________________________________________|
_____________________________required for
__________________________________|
__________________________________|
____________________Scourge wolves and Ridgetop raptors
Orc cavalry units gain an extra action when they have 4 other cavalry units in a range of 5
Age of Fantasy design leader

User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Hellrazor Warg - MTG

Post by Alexander82 » Tue Nov 07, 2017 6:10 pm

Mmmm i noticed that there is written custom card. I suppose it isn't a real mtg card xD
Age of Fantasy design leader

User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Hellrazor Warg - MTG

Post by Alexander82 » Tue Nov 07, 2017 6:13 pm

What about this one for the concept?

Image

Image

Image
Age of Fantasy design leader

User avatar
MightyGuy
Posts: 2068
Joined: Mon Sep 05, 2016 10:03 am
Location: Isengard, Middle Earth

Re: Hellrazor Warg - MTG

Post by MightyGuy » Wed Nov 08, 2017 12:13 am

Very Dangerous But Very Useful Idea, I Like it. We need this tech to improve making a damage.
A.K.A SacredNut

User avatar
Sunrise Samurai
Posts: 2648
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Hellrazor Warg - MTG

Post by Sunrise Samurai » Wed Nov 08, 2017 12:52 am

Cooldown 5, to make sure you can't just turn it off to prevent damage so easily. Your warg rider takes 15% damage per unused action, rather than a flat 20% if it doesn't use both. It is potentially higher, yes, but typically you will only have to take damage for one action, rather than 2, since your biggest problem is killing all possible targets before running out of actions.
Currently residing at the local ninja academy. I'm still watching though.

User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Hellrazor Warg - MTG

Post by Alexander82 » Wed Nov 08, 2017 1:17 am

15*action is too high since you can't always have someone in range to spend a single action.

The cooldown is ok but I wouldn't make it higher than 2 or 3 since it would become too difficult to handle.
Age of Fantasy design leader

User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Hellrazor Warg - Scourge Wolf - MTG

Post by Alexander82 » Wed Nov 08, 2017 1:23 am

Also I was thinking that seeing the second card we could simply change the condition to be some sort of +1 action if you have at least 4 orc cavalry in a small area.
Age of Fantasy design leader

User avatar
Sunrise Samurai
Posts: 2648
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Hellrazor Warg - Scourge Wolf - MTG

Post by Sunrise Samurai » Wed Nov 08, 2017 1:37 am

+1 action, conditional on having multiple orc cavalry around. Sounds hard to make, but here's an idea.

Why not make this unlock a leader unit that gives all warg riders in radius 4 +1 action. (doesn't stack, obviously) I'd even suggest allowing it to give all wolf type units the bonus, if allies (interracial synergy)

This avoids trying to make a drawback at least, and you can have fun giving us another epic pixel art.
Currently residing at the local ninja academy. I'm still watching though.

User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Hellrazor Warg - Scourge Wolf - MTG

Post by Alexander82 » Wed Nov 08, 2017 7:22 am

I'm not much into that leader thing but we might simply make one in 4 units spawn as a leader.

We need Daniel's word to see if it is possible to set a similar condition without heavy coding.

Otherwise there is a different approach. Just make every orc cavalry give 0.25 action to other cavalry in a range so that they receive an action only if other 4 cavalry are around.
Age of Fantasy design leader

User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Hellrazor Warg - Scourge Wolf - MTG

Post by Alexander82 » Wed Nov 08, 2017 7:24 am

Also we might consider making a tech tree withb both warg riding and infecting bite
Age of Fantasy design leader

User avatar
Sunrise Samurai
Posts: 2648
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Hellrazor Warg - Scourge Wolf - MTG

Post by Sunrise Samurai » Wed Nov 08, 2017 11:09 am

The problem I see with 0.25 actions adding is you can probably reach 3 actions with enough wargs, plus an extra action from double strike. 4 action would get to be a bit much.
Infecting bite is a great idea
Currently residing at the local ninja academy. I'm still watching though.

User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Orc Cavalry Tech tree - MTG

Post by Alexander82 » Wed Nov 08, 2017 11:19 am

I think it might be possible to set a maximum value for that but I need Daniel to know that
Age of Fantasy design leader

User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Orc Cavalry Tech tree - MTG

Post by Alexander82 » Wed Nov 08, 2017 11:20 am

Also i've edited the main idea

I was thinking to put infecting bites inside but maybe is not needed since both units can already use the poisonus weapon tech?
Age of Fantasy design leader

Post Reply

Return to “Orc Technologies”