new structure forest trap

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COOLguy
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Re: new structure forest trap

Post by COOLguy »

Darkknight wrote:I think it should be 5 turns to build forest trap by workers
How hard is it to dig a big hole? :)
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Josh
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RiverRaider 1097
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Re: new structure forest trap

Post by RiverRaider 1097 »

I think 4 turns seeing that's how long to create assassin that also kills at once
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Ness

Re: new structure forest trap

Post by Ness »

I think building time should be 2 turns and trap should make 10 damage
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RiverRaider 1097
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Re: new structure forest trap

Post by RiverRaider 1097 »

The thought would be being impaled by the spikes in a 5 or 6 foot hole though not just step on them?
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Alexander82
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Re: new structure forest trap

Post by Alexander82 »

I think that you can detect the trap only if adiacent to it (if you are lucky enough to move near the trap).
If you step on the trap you take damage and the next turn you can only move out of the trap (just a single square of movement).
Once you detect the trap you "remember" the place where the trap is unless you are playing in a mode with fog of war.
If you play with fog of war you "forget" the trap location once you go out of the line of sight and don't see the trap anymore (if your unit don't see the trap they won't see it again if they go back in the area where the trap is).
Trap can be destroyed but take only one damage from every unit aside from trebuchet, catapult and workers (the worker should have a massive bonus against the trap)
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RiverRaider 1097
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Re: new structure forest trap

Post by RiverRaider 1097 »

But its not a trap maybe the name should be changed to forest deadfall?
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Darkknight
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Re: new structure forest trap

Post by Darkknight »

Alexander82 wrote:I think that you can detect the trap only if adiacent to it (if you are lucky enough to move near the trap).
If you step on the trap you take damage and the next turn you can only move out of the trap (just a single square of movement).
Once you detect the trap you "remember" the place where the trap is unless you are playing in a mode with fog of war.
If you play with fog of war you "forget" the trap location once you go out of the line of sight and don't see the trap anymore (if your unit don't see the trap they won't see it again if they go back in the area where the trap is).
Trap can be destroyed but take only one damage from every unit aside from trebuchet, catapult and workers (the worker should have a massive bonus against the trap)
Scouts should also see forest trap.
Darkknight
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Re: new structure forest trap

Post by Darkknight »

16 damage from forest trap will be good. And if you have high armor you wont get as much damage
silentz27
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Re: new structure forest trap

Post by silentz27 »

He he more idea I confuse again he he but these is my suggestion the trap should 20 more damage and it a 1 time use for killing unit so more traps means more death haha but I suggest that the trap are only dttect when the unit put in here and death because trap is can only put in forest OK so you should not go in forest and take a another way :lol: so when you are brave take your units in forest of death haha
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silentz27
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Re: new structure forest trap

Post by silentz27 »

And 1 more thing flying unit only cannot affect these
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silentz27
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Re: new structure forest trap

Post by silentz27 »

And when the trap was use their gone like a assassin because the enemy will put a soil here to vanished the trap because it so Scarry hehe
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Ness

Re: new structure forest trap

Post by Ness »

I like 16 damage and maybe it should have poison effect. Alexanders idea for trap is nice.
Darkknight
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Re: new structure forest trap

Post by Darkknight »

Ness wrote:I like 16 damage and maybe it should have poison effect. Alexanders idea for trap is nice.
Traps should be upgraded into poisioned forest trap which will do poison damage.
silentz27
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Re: new structure forest trap

Post by silentz27 »

That's nice but before the upgrade of poison we should must implemented this
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Ness

Re: new structure forest trap

Post by Ness »

Stats

Hp 30
Damage 16
Building time 3
Armour 30/30 (worker have 4500% bonus againist it)

Bonuses 50% to cavalry except light cavalry

Poisoned trap tech: gives poisoning effect for trap, researched in advancement centre in 4 turns
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COOLguy
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Re: new structure forest trap

Post by COOLguy »

You do understand that workers have an attack of zero, so the bonus will not help it.
Last edited by COOLguy on Fri May 22, 2015 10:48 pm, edited 1 time in total.
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Josh
Darkknight
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Re: new structure forest trap

Post by Darkknight »

Fire archers should ba able to make this on fire
Ness

Re: new structure forest trap

Post by Ness »

So worker should have 1 attack
silentz27
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Re: new structure forest trap

Post by silentz27 »

Let's vote if 1 time use like assassin or infinity use at least its seem and destroy
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COOLguy
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Re: new structure forest trap

Post by COOLguy »

I've always envisioned it as an assassin-like structure.
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Josh
Darkknight
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Re: new structure forest trap

Post by Darkknight »

It should be only used once and break but do very high damage
silentz27
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Re: new structure forest trap

Post by silentz27 »

I suggest too that this structure is like assassin and the damage is 36 for the better like Russian roulette game be lucky hehe
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silentz27
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Re: new structure forest trap

Post by silentz27 »

Any other vote for this please its 3-0 3 votes for assassin liked structure and 0 to infinity use until destroy
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Ness

Re: new structure forest trap

Post by Ness »

3-1
silentz27
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Re: new structure forest trap

Post by silentz27 »

ok my idea is forgetable in a long time :cry:
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