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Thread: Game Units Thread #2

  1. #1

    Default Game Units Thread #2

    Key:
    Dragon (insert hyperlink to post so we can stay organized through discussion)
    Archer

    Format:


    Name:
    Icon:
    Prefab:

    HitPoints:
    - Regen (Per Turn): [Self Healing each turn #]

    ActionPoint: (Max [also starting number] of Action Points, this is basically the currency a unit has to do actions. Moving can cost AP, attack AP, using an Ability, could have static abilities on tiles like people asked)
    - Regen (PerTurn): [How many ActionPoints the unit regenerates each turn, this creates a turn wait like TAO, not exactly, but close]

    HybridUnit: (Yes/No - what this means is does the unit have two types of attack (yes) or just one of (no) [abilities are not attacks])
    Secondary Attack Range - [how many tiles]

    Move AP Cost: (Using the AP system, how much it costs to move [I believe it was per tile cost, so like 2 AP cost over 2 tile range is 4 AP, 3 tiles 6AP])

    Attack AP Cost: (Using the AP system, how much it costs to attack a unit)

    Move Range: (How far it can move, given enough AP [or just how far it can move if AP=0])
    Attack Range: (How far it can attack with it's primary attack)
    Sight Range: [only applicable if we use Fog of War]

    Move Per Turn: (How many times this unit can move each turn)
    Attack Per Turn: (How many times this unit can move each turn)
    Counter Per Turn: (How many times this unit can counter attack in a turn, not important unless A) we want counterattacks, B) we moved this game to player 1 moves his whole team, then Player 2 moves his whole team)

    Damage Min/Max: (How much damage is dealt using the attack. Can be a range that is randomized in game on each attack)
    Secondary Attack Damage Min/Max: (As above but for the other attack if the unit is hybrid)

    Hit Chance/Dodge Chance: (Hit chance is like reverse blocking, like a 90% hit chance is giving the opposing unit a 10% bonus to blocking, all units set at 100% is normal on Hit but gives us development space down the line and hyper customization in nerfing units against specific units if we really dig into balancing. Dodge chance is just blocking. I don't know and don't care to learn how to make the fancy ass blocking of TAO where if you try and they block they have reduced blocking. Blocking at 40% is always 40%. Also there is no front/back/sides right now so 40% would be 40% front/back/side and this is not changing unless people severely want to delay this because I cant figure it out yet.)

    Secondary Attack Hit chance: (like above this is only really getting set at 100% unless we really want to spend a lot of time balancing the game)

    Critical/Avoid Chance: Critical hits if we want them (like damage multipliers on chance)
    - Secondary Attack Critical Chance:
    - Critical Multiplier: (how much a critical hit would multiply damage)

    Stun/Avoid Chance: (Stun attack like Berkserker where the hit guy is stunned and cant be used)
    - Stun Duration: (How many turns)

    Silence/Avoid Chance: (Silencing hit makes it so the guy getting hit cant use abilities [IE Cleric cant heal, Stone Golem can't Stone])
    - Silence Duration: (How many turns)

    Flanking Bonus: (This is the system I thought was closest to blocking in TAO where at different angles the numbers change. Just this is offensive with damage multipliers instead of blocking. Also no control over which way you face, so this system seems bad right now to me, but exists.)

    Unit Abilities: (I'm super nooby so these will likely suck ass at least to start, but an example is heal unit/boost armor/shoot someone or whatever)

  2. #2

    Default

    Name: Dragon
    Icon: Not yet
    Prefab: Yep, it's made but animation is shotty

    HitPoints: 204
    - Regen (Per Turn): 0

    ActionPoint: 3
    - Regen (PerTurn): 1

    HybridUnit: Yes
    Secondary Attack Range - 1 (not really important since the other covers it, but if we want to nerf further shots I thought this was good to set up)

    Move AP Cost: 0

    Attack AP Cost: 3

    Move Range: 4
    Attack Range:3
    Sight Range: 7

    Move Per Turn: 1
    Attack Per Turn: 1
    Counter Per Turn: 0

    Damage Min/Max: 84/84
    Secondary Attack Damage Min/Max: 84/84

    Hit Chance/Dodge Chance: 1 / 0.25

    Secondary Attack Hit chance: 1

    Critical/Avoid Chance: 0
    - Secondary Attack Critical Chance: 0
    - Critical Multiplier: 0

    Stun/Avoid Chance: 0/0
    - Stun Duration: 0

    Silence/Avoid Chance: 0/0
    - Silence Duration: 0

    Flanking Bonus: 0

    Unit Abilities: None

  3. #3

    Default

    Name: Archer
    Icon: Not yet
    Prefab: Yep, it's made but animation is shotty

    HitPoints: 120
    - Regen (Per Turn): 0

    ActionPoint: 2
    - Regen (PerTurn): 1

    HybridUnit: Yes
    Secondary Attack Range - 1 (not really important since the other covers it, but if we want to nerf further shots I thought this was good to set up)

    Move AP Cost: 0

    Attack AP Cost: 2

    Move Range: 4
    Attack Range: 5
    Sight Range: 6

    Move Per Turn: 1
    Attack Per Turn: 1
    Counter Per Turn: 0

    Damage Min/Max: 54/54
    Secondary Attack Damage Min/Max: 54/54

    Hit Chance/Dodge Chance: 1 / 0.35

    Secondary Attack Hit chance: 1

    Critical/Avoid Chance: 0
    - Secondary Attack Critical Chance: 0
    - Critical Multiplier: 0

    Stun/Avoid Chance: 0/0
    - Stun Duration: 0

    Silence/Avoid Chance: 0/0
    - Silence Duration: 0

    Flanking Bonus: 0

    Unit Abilities: None

  4. #4

    Default

    Name: Paladin
    Icon: Not yet
    Prefab: Yep, it's made but animation is shotty

    HitPoints: 120
    - Regen (Per Turn): 6

    ActionPoint: 10
    - Regen (PerTurn): 0

    HybridUnit: No
    Secondary Attack Range - 0

    Move AP Cost: 0

    Attack AP Cost: 2

    Move Range: 3
    Attack Range: 1
    Sight Range: 4

    Move Per Turn: 1
    Attack Per Turn: 1
    Counter Per Turn: 0

    Damage Min/Max: 45/45
    Secondary Attack Damage Min/Max: 45/45

    Hit Chance/Dodge Chance: 1 / 0.25

    Secondary Attack Hit chance: 1

    Critical/Avoid Chance: 0
    - Secondary Attack Critical Chance: 0
    - Critical Multiplier: 0

    Stun/Avoid Chance: 0/0
    - Stun Duration: 0

    Silence/Avoid Chance: 0/0
    - Silence Duration: 0

    Flanking Bonus: 0

    Unit Abilities: Healing (testing to see how it works, I wrote some shit but I'm not sure how it will work out)

  5. #5

    Default

    Name: Priestess
    Icon: Not yet
    Prefab: Yep, it's made but animation is shotty

    HitPoints: 72
    - Regen (Per Turn): 6

    ActionPoint: 3
    - Regen (PerTurn): 0

    HybridUnit: No
    Secondary Attack Range - 0

    Move AP Cost: 0

    Attack AP Cost: 1

    Move Range: 3
    Attack Range: 1
    Sight Range: 6

    Move Per Turn: 1
    Attack Per Turn: 1
    Counter Per Turn: 0

    Damage Min/Max: 72/72
    Secondary Attack Damage Min/Max: --

    Hit Chance/Dodge Chance: 1 / 0

    Secondary Attack Hit chance: 1

    Critical/Avoid Chance: 0
    - Secondary Attack Critical Chance: 0
    - Critical Multiplier: 0

    Stun/Avoid Chance: 1/0
    - Stun Duration: 1

    Silence/Avoid Chance: 0/0
    - Silence Duration: 0

    Flanking Bonus: 0

    Unit Abilities:
    Full Heal - 1AP, 5turn cooldown, 3 time max limit in game, range of 14 tiles, heal a units HP and AP to max up to 150.

  6. #6

    Default

    Name: Wizard
    Icon: Not yet
    Prefab: Yep, it's made but animation is shotty

    HitPoints: 90
    - Regen (Per Turn): 0

    ActionPoint: 5
    - Regen (PerTurn): 1

    HybridUnit: No
    Secondary Attack Range - 0

    Move AP Cost: 1

    Attack AP Cost: 0

    Move Range: 2
    Attack Range: 0
    Sight Range: 6

    Move Per Turn: 1
    Attack Per Turn: 0
    Counter Per Turn: 0

    Damage Min/Max: 0/0
    Secondary Attack Damage Min/Max: 0/0

    Hit Chance/Dodge Chance: 1 / 0

    Secondary Attack Hit chance: 0

    Critical/Avoid Chance: 0
    - Secondary Attack Critical Chance: 0
    - Critical Multiplier: 0

    Stun/Avoid Chance: 0/0
    - Stun Duration: 0

    Silence/Avoid Chance: 0/0
    - Silence Duration: 0

    Flanking Bonus: 0

    Unit Abilities:
    Fire Strike - 5AP, 5 turn cooldown, max limit of twice a game, hit a hostile unit within 3 tile range for 90 damage.

    Explosion - 3AP, 3 turn cooldown, max limit of 15 times a game, range of 4, impact ripple of 1 for 45 damage.

  7. #7

    Default

    Name: Knight
    Icon: Not yet
    Prefab: Yep, it's made but animation is shotty

    HitPoints: 150
    - Regen (Per Turn): 0

    ActionPoint: 1
    - Regen (PerTurn): 1

    HybridUnit: No
    Secondary Attack Range - 0

    Move AP Cost: 0

    Attack AP Cost: 1

    Move Range: 3
    Attack Range: 1
    Sight Range: 4

    Move Per Turn: 1
    Attack Per Turn: 1
    Counter Per Turn: 0

    Damage Min/Max: 66/66
    Secondary Attack Damage Min/Max: 0/00

    Hit Chance/Dodge Chance: 1 / 0.65

    Secondary Attack Hit chance: 0

    Critical/Avoid Chance: 0
    - Secondary Attack Critical Chance: 0
    - Critical Multiplier: 0

    Stun/Avoid Chance: 0/0
    - Stun Duration: 0

    Silence/Avoid Chance: 0/0
    - Silence Duration: 0

    Flanking Bonus: 0

    Unit Abilities: None

  8. #8

    Default

    Name: Halberdier
    Icon: Not yet
    Prefab: Yep, it's made but animation is shotty

    HitPoints: 126
    - Regen (Per Turn): 0

    ActionPoint: 1
    - Regen (PerTurn): 1

    HybridUnit: Yes
    Secondary Attack Range - 1 (not really important since the other covers it, but if we want to nerf further shots I thought this was good to set up)

    Move AP Cost: 0

    Attack AP Cost: 1

    Move Range: 3
    Attack Range: 1
    Sight Range: 4

    Move Per Turn: 1
    Attack Per Turn: 1
    Counter Per Turn: 0

    Damage Min/Max: 66/66
    Secondary Attack Damage Min/Max: 0/0

    Hit Chance/Dodge Chance: 1 / 0

    Secondary Attack Hit chance: 0

    Critical/Avoid Chance: 0
    - Secondary Attack Critical Chance: 0
    - Critical Multiplier: 0

    Stun/Avoid Chance: 0/0
    - Stun Duration: 0

    Silence/Avoid Chance: 1/0
    - Silence Duration: 1

    Flanking Bonus: 0

    Unit Abilities: None

  9. #9

    Default

    Name: Illusionist
    Icon: Not yet
    Prefab: Yep, it's made but animation is shotty

    HitPoints: 105
    - Regen (Per Turn): 0

    ActionPoint: 10
    - Regen (PerTurn): 5

    HybridUnit: Yes
    Secondary Attack Range - 1 (not really important since the other covers it, but if we want to nerf further shots I thought this was good to set up)

    Move AP Cost: 0

    Attack AP Cost: 5

    Move Range: 4
    Attack Range: 1
    Sight Range: 6

    Move Per Turn: 1
    Attack Per Turn: 2
    Counter Per Turn: 0

    Damage Min/Max: 54/54
    Secondary Attack Damage Min/Max: 0/0

    Hit Chance/Dodge Chance: 1 / 0

    Secondary Attack Hit chance: 1

    Critical/Avoid Chance: 0
    - Secondary Attack Critical Chance: 0
    - Critical Multiplier: 0

    Stun/Avoid Chance: 0/0
    - Stun Duration: 0

    Silence/Avoid Chance: 0/0
    - Silence Duration: 0

    Flanking Bonus: 0

    Unit Abilities:
    Spawn Plant - 1AP, max 50 times a game, target empty tile and create a 1 HP Plant in it.


    Teleport - 5AP, cooldown of 3 turns, max limit twice a game, teleport anywhere on the map up to 15 tiles away

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