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This is a discussion on Malign Rebel within the Create-A-Unit forums, part of the Legends Community category; For: Double-Gold Type: Human HP: 44 Armor: 18% Blocking: 40% Movement: 4 Recovery: 2 Power: 18 +Overconfidence +Fatigue Attack Pattern: ...
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#1 (permalink) |
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Official LF Nub
Join Date: Jan 2007
Location: Toronto, Canada
Posts: 2,556
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Malign Rebel
For: Double-Gold
Type: Human HP: 44 Armor: 18% Blocking: 40% Movement: 4 Recovery: 2 Power: 18 +Overconfidence +Fatigue Attack Pattern: Same as beast rider (2 squares) except hits 1 unit only, the first unit in his attacks way. +Overconfidence: When an enemy unit successfully attacks this unit, he gains +2 power until the Malign Rebel dies. If the same unit attacks this again, they do not gain any more power. A unit with overconfidence refuses to accept assistance from his allies (healing + stone), but if the unit is already stoned, it is not removed. Another way to cancel this effect is if the enemy unit with overconfidence attacks this unit and it blocks. It will no longer have overconfidence (loses its +2 power as well) and it will also lose an additional 1 power. This effect will last until the Malign Rebel dies. So basically, after this unit dies 1 of two things can happen: 1: Loses +2 power and will accept assistance from allies. 2: Will gain +1 power back. +Fatigue: When this unit successfully hits an enemy unit, they will obtain fatigue. This means that every time they move, they gain +1 recovery. If a knight moves it has 1 recovery. If a knight attacks, it has 1 recovery. If a knight moves then attacks, it has 2 recovery. So fatigue only affects movement, in which when the unit moves, it gains +1 recovery. This effect can be canceled if: The Malign Rebel dies, 3 turns pass for the player controlling the fatigued unit, if the unit with fatigue is paralyzed, or if the unit with fatigue is healed.
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Silly nub, Trix are for noobs! ![]() <-- Paint will dominate one day!
Last edited by sina j; 04-02-2007 at 03:44 AM. |
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#3 (permalink) |
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What R you smoking today?
Join Date: Feb 2007
Location: Gamers' Paradise.
Posts: 381
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Carcinogens pwn
(could you explain what they are? I don't wanna look it up... too lazy) I like the unit, but I don't completely understand why a unit would lose fatigue if the Malign Rebel was healed. Also, does fatigue end after it adds recovery once, or until the stated things happen. (Malign Rebel healed, parylized, dies) "...they will obtain fatigue. This means that every time they move..." I'm guessing that means that fatigue will stay until one of the above happens? Also, I think that +Overconfidence should remove the unit's stone status if it is already in stone, but unless the stone golem that gave focus is unfocused, after the overconfidence ends, it gets its stone back. (if the SG is unfocused and refocused, it doesn't count, and loses it until overconfidence ends and then it must refocus on the unit again to make it gain armor again)
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Last edited by Pile X; 03-31-2007 at 01:48 AM. Reason: adding ideas |
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#4 (permalink) |
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Official LF Nub
Join Date: Jan 2007
Location: Toronto, Canada
Posts: 2,556
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Carcinogens cause cancer.
And sorry you may not have understood. The status of fatigue will end if the unit WITH fatigue is EITHER healed or paralyzed. Another method is if the Malign Rebel dies, then all of the units will lose fatigue.
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Silly nub, Trix are for noobs! ![]() <-- Paint will dominate one day!
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#6 (permalink) |
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Official LF Nub
Join Date: Jan 2007
Location: Toronto, Canada
Posts: 2,556
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It's an opportunity for the unit to rest :-)
I will also add in if your unit does not move for 3 turns, it loses it's fatigue.
__________________
Silly nub, Trix are for noobs! ![]() <-- Paint will dominate one day!
Last edited by sina j; 04-05-2007 at 09:09 PM. |
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#7 (permalink) |
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True Intranet Warrior
Join Date: Apr 2006
Location: AE, Embrace the lulz!
Posts: 20,116
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A bit complicated, might be hard to put into the game. Nice unit though,
everthing seems well balanced.
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Biggest Spammer/Rep Whore 2007 ![]() Currently playing Fallout 3(Ps3) ![]() |
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#8 (permalink) |
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i am the mastermind
Join Date: Oct 2006
Location: in a hot snowy region of the earth
Posts: 501
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LOL I like the unit. I don't know what the rest of you are going to do but I say, 1 post rep for doing a good job. That has to be one of the best units I have seen, it is next only to some of gypsy's.
EDIT: LOL nevermind about the rep. Can't, darnit. I will give you one when posible. |
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#9 (permalink) |
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Tim Duncan for 3!
Join Date: Dec 2006
Posts: 3,590
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This unit is incredibly well balanced for how complex it is. I find the concept appealing and rather interesting. But, I think the blocking should be lowered a bit.
However, it is simply way too complex.
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Last edited by DIGID; 04-02-2007 at 02:37 AM. |
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