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This is a discussion on Melancholy within the Great Units forums, part of the Create-A-Unit category; I saw a two-form unit a while back, so I'm gona try my hand at the idea. Melancholy 's default ...
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#1 (permalink) |
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Senior Member
Join Date: May 2006
Posts: 332
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Melancholy
I saw a two-form unit a while back, so I'm gona try my hand at the idea.
Melancholy's default form is called Solace. Solace hp - 45 power - 20 blocking - 60 armor - 30 movement - 2 recovery - 1 range - 1 (knight stylin') Click and hold to change form. This wastes your attack turn but can still move the unit before or after. Ire hp - 45 power - 24 blocking - 40 armor - 0 movement - 3 recovery- 1 range - Every tile exactly 2 spaces away. Diagonal included. EG OOOOO OOOOO OOOOO OOOOO OOOOO There you have it. Visual descriptions: The Melancholy is a humanoid beast, better explained as a centre pillar of meat with legs. The arms of this creature are its definitive feature. (Did I just rhyme?) Metal chains exude from where its arms should be. These long chains wrap around the creature, giving it a feeling of well-being, safety or "Solace". When angered, the creature will allow the chains to flow freely from its body and attack over large distances. This leaves it quite vulnerable but it does not seem to care. Strategical reasoning: Compared to a knight, its Solace form is very underpowered. For plus 5 armor, you lose blocking, power, movement and hp. The reason for the armor is it will survive until late game where its Ire form can truly shine. Can either be used to lengthen a knight wall, or put into Ire form early for a great rush unit. Only problem is, change form wastes a turn. Choosing the best time to act would be vital. Notes about changing forms: Form changing does not heal the unit. Both forms have the same max hp so there is no confusion. All damage is carried over. Both forms also have the same recovery, so again, wait time is carried over and no confusion about math. Movement is allowed before or after the change. It is treated like a special attack, similar to the mud quake. HELP!: The description can use some work. Feel free to tell me what you thought it would look like before you reading my visual description.
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Play Nice<br /> <br />Realizing one's own immaturity is the first step to maturity.
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#3 (permalink) |
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The Red Grey Turkey Hero
![]() ![]() Join Date: Dec 2005
Location: Look Behind You...
Posts: 10,390
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Re: Melancholy
nice idea
but needs more recovery/attack power reduction on that second one bigtime EDIT: nevermind, thats pretty good - hard to attack without damaging own units - me like |
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#4 (permalink) |
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Your Worst Nightmare
Join Date: Jun 2006
Location: Wouldn't you like to know
Posts: 596
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Re: Melancholy
It's not bad, but there have been units made like this.
http://legendsforums.com/index.php?topic=3516.0
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#7 (permalink) | ||
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Senior Member
Join Date: May 2006
Posts: 332
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Re: Melancholy
Quote:
Quote:
Oh and gyps, it is blockable. I thought about it being unblockable, but that'd be crazy. The lowest recov unblockable unit is the mud quake. That does 15 tops, so I can't throw a 24 power unit with 1 recov into the fray. I'm glad you guys like it. I personally love the names myself. Though, can anyone give me another idea for the unit description? I wouldn't mind brainstorming something a bit more TAO themed.
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Play Nice<br /> <br />Realizing one's own immaturity is the first step to maturity.
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#8 (permalink) |
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Banned
Join Date: Sep 2006
Posts: 54
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It seems like an overpowered unit with 24 attack on those 12 squares. Maybe you should lower its attack a little bit, or at least increase its delay.
- Also I think it would be better if you allowed the change of forms to heal it. When Solace is low on hp it automatically heal AND change forms on one turn, instead of using one turn just to change forms to Ire. |
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