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CAU Challenge: Traveler [discussion]

This is a discussion on CAU Challenge: Traveler [discussion] within the Create-A-Unit forums, part of the Legends Community category; I thought I would just be spontaneous and start this. If you don't like it, then don't participate in it, ...

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Old 07-26-2008, 06:50 PM   #1 (permalink)
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CAU Challenge: Traveler [discussion]

I thought I would just be spontaneous and start this. If you don't like it, then don't participate in it, but I think it could bring life to CAU. I created the same challenge on FPS.

Discussion Thread

Submission deadline: CHALLENGE CLOSED

Submission thread: Submit your units here!

Sorry that I can't provide prizes, but it would definitely earn someone a couple rep points if they could make user-bars for the challenge winner(s).

There will be two threads for this challenge. This happens to be the discussion thread, so you can post all of your thoughts and help each other brainstorm here. On the other thread, which will be primarily for posting your challenge units, you can't discuss anything, just post the complete outline. I will create the submissions thread after everyone has understood the challenge.

Grading: The basis of a CAU challenge is to use the criteria to your best ability and create a complete unit. I will be judging them based on. . .

1. Originality (25) [ imaginative and creative ]
2. Balance (25) [ not overpowered or underpowered ]
3. Adaptability (25) [ how would this unit blend into the game ]
4. Strategy (25) [ how well could an experienced player use your unit ]

Editing Units: You may edit your units, especially if they do not answer some of my questions. But I will not hesitate to grade the unit if you do not edit quickly. Basically, you have the right to edit, but you may not get the chance if I grade it. Because after I grade a unit, you can't edit it (it won't matter anyway).

I will post the standings for each contestant on the other thread and grade them on this thread. Once I grade a unit, it will be final and I will be a harsh grader, as this is out of 100 points. You do not need to sign-up; I will grade up to two entered units for each contestant that enters within the time limit. Each contestant may only produce two units.
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The Challenge: Traveler

Your challenge is to create a balanced unit, whether it be beast, golem, or human (not ward) that, under an ideal circumstance, can travel from one edge/end of the board to the other in one turn. By the edge, I mean the row where you normally put your cleric to the row where your opponent's cleric is usually at the start of the game. Remember to include:

• health, blocking, armor, movement range, attack, attack range, full description of anything special, recovery time
at least one example of when your unit can move from one side of the board to the other
• imaginative aspects that make your unit stand out
• balance when considering the effect and the stats

Discuss please. Do you understand the challenge?

I will be away Sunday-Friday, but you can still submit units when I'm gone. I will create the submissions thread once the challenge is clarified through your questions.
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Old 07-26-2008, 06:53 PM   #2 (permalink)
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Interesting idea.
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Old 07-26-2008, 07:49 PM   #3 (permalink)
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I'll be participating.

Why wait for people to whine about your ideas? If you're hosting the challenge, just let anyone that agrees with your rules participate. Don't wait on them to tell you how they would like the challenge to be simply so it benefits them. The whole point of a challenge is it being challenging. I'll stick to your idea and find a way to balance a "move across the board unit" because in itself, that's pretty tough to do.

I like that challenge Post the CAU thread!
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Old 07-26-2008, 08:52 PM   #4 (permalink)
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Gypsy is an unknown quantity at this point
Is the charger's special of infinite range? I am guessing that it was but I don't think you specified. Not sure if it fits the rules.
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Old 07-26-2008, 08:57 PM   #5 (permalink)
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The charger has no distance limit. The farther it is from an enemy unit, the more damage it will deal once it hits you.
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Old 07-26-2008, 09:12 PM   #6 (permalink)
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Guys, this isn't a race! Haha wow, two submissions already? Take your time. Please.

Quote:
Originally Posted by Gypsy View Post
Name: Draining Whelk

The Draining Whelk is a shelled sea creature that floats in the air through ancient magic used by the wizards that control them. The Draining Whelk attacks by temporarily attaching itself to the target from a distance with tentacles and sucking out energy.

Hp: 34
Armour: 10
Blocking: 0 I like how the statistics are so weak with the movement range. However, are they possibly too weak? I think so far, it's just a defensive unit to fend off Scouts and Mud Golems, which is not necessarily bad.
Power: 0
Range/Target: 1 unit exactly 2 spaces away, no los (he tentacles simply go around a unit in front of the target). Diagonals included?
Movement: 10 It can always move 10, even if it doesn't begin its movement on the edge of the board, as you explained later?
Recovery: X

+ Teleport
+ Attack and Recovery Special

Attack Special: Greater Fatigue: A unit attacked by the Draining Whelk will have it's recovery doubled. So no damage is done to the unit? Can it knock out focus?
Recovery Special: There is no fatigue for movement. Recovery is set to the target unit's recovery after it is doubled minus 1 to a minimum of 2. But you can move without attacking, correct?

Note: The Draining Whelk can shoot Shoot. . . meaning "move?" exactly across the board. When on the back row it can advance all the way to your opponents back row if it stays in the same column.
Gypsy, your unit is interesting because I was expecting most submitted units to be able to really capitalize on the movement range. It looks like the strategy that I would be drawn to with this unit is defense. Combined with the beserker, frost golem, poison wisp, and furgon, you could definitely take out a chunk of the opponent's offense.

It seems pretty balanced too. On the offensive side, towards the later part of the game when there are maybe shrubs or not as many attacking units, I could see your Draining Whelk rushing in to put extra recovery time on an opponent's frost golem or cleric while your attacking units recover and then have the option of knocking out focus/killing cleric.
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Old 07-26-2008, 09:24 PM   #7 (permalink)
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It could also be highly offensive and sacrificed to target a cleric early.

Diagonals included. Movement is always 10 yes.

You can move without recovery.. No damage is done. Focus is not broken as it is not an actual attack. That was my first thought anyway.
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Old 07-26-2008, 09:33 PM   #8 (permalink)
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I'm not sure if it would be very adaptable to the game, though, because your opponent would rarely have the assurance that you can't attack them with the whelk. Also, the Mud Golem and the Poison Wisp are supposed to be the main "movers" in the game, because their attacks warrant that. Being able to always move that far (a rare exception, maybe, but not always being able to move that far) would disrupt the foundation of the regulation of movement in the game.

Why would you just rush in with the whelk, like you said, in the beginning? That doesn't let down the defenses around the cleric. Your offense would have just as hard a time reaching the cleric as usual. When my cleric is attacked almost first thing, I don't normally use my cleric. I shroud around the attacking units with a defense.

EDIT: And MBurns, there is way too much going on in your unit. Simply way too much. This is a challenge with a focus. Focus on the main theme of the challenge. I'm not going to be impressed by the amount of different things going on. Make the effects tie neatly into the theme of the challenge and the movement.
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Old 07-26-2008, 09:47 PM   #9 (permalink)
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Lol I may make another one where it can only move far in unique circumstances then.

Moving the whelk aggressively like that would be stupid, there are many stupid players.
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Old 07-26-2008, 09:56 PM   #10 (permalink)
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Quote:
Originally Posted by Forest_Archer View Post
And MBurns, there is way too much going on in your unit. Simply way too much. This is a challenge with a focus. Focus on the main theme of the challenge. I'm not going to be impressed by the amount of different things going on. Make the effects tie neatly into the theme of the challenge and the movement.
There's a reason for everything mentionned on the unit, but I guess starting the game with the Charger without having to go through the beastly knight form would still not make the unit overpowered. I'll be editing in a second.

EDIT: I've edited the first unit. If you still think it has too much going on, I urge you to re-read. Playing a unit and reading the explanation are 2 different things.
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