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This is a discussion on Trapper within the Create-A-Unit forums, part of the Legends Community category; Race: Human HP: 42 Armor: 10 Power: -- Range: 2 Movement: 3 Recovery: 2 for attack 1 for movement Blocking: ...
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#1 (permalink) |
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Temp Ban
Join Date: Sep 2008
Posts: 35
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Trapper
Race: Human
HP: 42 Armor: 10 Power: -- Range: 2 Movement: 3 Recovery: 2 for attack 1 for movement Blocking: 40 Ability: The trapper... lays traps up to 2 spaces away, no LOS... 8 unblockable damage(armor does not matter) Restrictions: 1 per square, cannot put on a spot with a unit. When any unit walks over a trap it stops on that space and takes 10 damage. The only unit immune to traps is the poison whisp Teleporting units bypass traps unless they teleport to a space with the trap on it then they take normal damage. Units that walk or teleport onto a trap can still attack but cannot move. Traps affect friendly units also Pro: great for turtles or defense against rushes. Con: no regular attack Please provide cunstructive critisism. Last edited by ormen; 10-12-2008 at 04:52 AM. |
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#2 (permalink) |
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Celestial Knights!
![]() Join Date: Apr 2007
Location: Sydney, Australia
Posts: 1,957
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I like it, would be a useful unit. I think it's pretty balanced and it's a pretty original idea. So if you lay a trap then you can see it? And you can lay as many traps as you want? It may be a little over powered, depending on the finer details. Can you explain a little more?
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#3 (permalink) |
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Intelligenté.
![]() Join Date: May 2007
Location: Home.
Posts: 632
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Yeah, I agree with Simon. There are 110 tiles on a board...
.. Yeah, and if you kept on placing these traps, the game would get out of control. Overpowered in that aspect. There should be some restriction into how many this unit can place OR lower it's HP just a touch. Maybe increase the Wait Recovery slightly too. Other than that, I have nothing to criticise on that. Well done. |
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#4 (permalink) | |
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Celestial Knights!
![]() Join Date: Apr 2007
Location: Sydney, Australia
Posts: 1,957
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Quote:
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#6 (permalink) |
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Celestial Knights!
![]() Join Date: Apr 2007
Location: Sydney, Australia
Posts: 1,957
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This would definantly lower the effectiveness of the Trapper, maybe too much so and make it underpowered. I think it's fine as long as they can only lay ten traps. Although you do have a point, if you put them all in one big bunch then if would be really hard to get through. Perhaps make it so you can only lay traps two tiles away from each other.
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#7 (permalink) |
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Temp Ban
Join Date: Sep 2008
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ok its been edited but my reasoning for no limit now has increased, a trap can be set every 3 turns and you mentioned how it would slow down the game, well 110 tiles times 3 is 330 turns
i dont think your ganna do that. i would just use this to set a minefield on my flank + if there is a limit and you reach it the unit would be useless. |
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