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This is a discussion on Time Keeper within the Create-A-Unit forums, part of the Legends Community category; Time Keeper Said to be an angel or possibly and old man who has the power to control time. You ...
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#1 (permalink) |
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Senior Member
Join Date: Mar 2008
Posts: 965
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Time Keeper
Time Keeper
Said to be an angel or possibly and old man who has the power to control time. You must be careful around Time Keeper because if you upset them you might find yourself in a terrible situation. Melee Attack Uses its staff to attack a unit standing one space away from it. Range: xxx xxx xxx Red = Space where Time Keeper can attack the unit, This attack deals 8 damage. Blue = Time Keeper Time Spell Time Keeper has the ability to travel back in time. When he uses this attack he makes the game go back exactly 3 turns and if a unit is withen 10 spaces of it it has the ability to move that unit to another space has long as its withen 2 spaces of its original space ( you can only move one unit at a time while using time spell ). Also if you choose to move a unit you can choose to deal 8 damage to it. -Atfer using time spell Time Keeper will go into an exausted state similar to what a furgon goes into after using enraged. while exausted Time Spell can not move, attack, or block. This state will last for 5 turns. Additional Information -You can only place one Time Keeper on the field at a time. -You can only use time spell after the game as gone on for atleast 20 turns and can not use time spell if Time Keeper has been paralized, barriored, and poisened withen the last 3 turns so you must wait until those 3 turns are over. -Once you use time spell you will have to wait atleast 15 turns until using it again. -This is a double gold unit. And can not be stoned. -Can not be surrounded by wards or units that do not move aside for time units that are yours. -While using time spell you can not move wards. Health Points: 42 Attack Power: 8, Time Spell Blocking: 10% Armor: 0 Your thought? I think i made this well balanced ![]()
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#2 (permalink) |
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Hatching D/P team eggs
![]() Join Date: Jul 2006
Location: Bethlehem, Pennsylvania
Posts: 6,265
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the additional information is all way too conditional
instead of adding an immense amount of restrictions in the additional information, try balancing out it's abilities instead
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#3 (permalink) |
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Senior Member
Join Date: Mar 2008
Posts: 965
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Mmmk but i think that you only can go back exactly 3 turns was good enough with all the restrictions but what do you suggest? 1+ rep for actualy making a reply.
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#4 (permalink) |
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Member
Join Date: Mar 2006
Posts: 60
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Maybe instead of moving everything in a radius, it instead moves the game back exactly 3 turns, so that everything (not limited by radius) is as it was three turns ago. Your turn then ends and the other player's turn begins.
Also, maybe make it a suicide type attack? Being able to effectively 'redo' turns is extremely powerful, and should only be used once per game.
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#5 (permalink) |
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Super Squirrel
Join Date: Apr 2007
Location: Florida
Posts: 163
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i completely agree with tracker it has 42 HP so i think it will be safe in the back and then at a critical point in the game where there is a game changing block or mistake or anything like that you would basicly have a re-do. i like it
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#6 (permalink) | ||
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110th Tile & NJ
Join Date: Dec 2007
Location: 110th Tile Guard Secret HQ & Go NJ!
Posts: 1,515
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Quote:
you could keep it in the back and it wouldn't be faced around 24 HP and it would be pretty balanced.
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