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Extreme Turtle Style

This is a discussion on Extreme Turtle Style within the Suggestions to improve TAO forums, part of the Development category; I've thinking about a new style wich is formed by the essence of the old school turtle sets with a ...

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Old 06-02-2008, 07:04 AM   #1 (permalink)
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Arrow Extreme Turtle Style

I've thinking about a new style wich is formed by the essence of the old school turtle sets with a twist, so i've made this as a suggestion, but, if you feel that you'd like it, we can use it as a brand new style for future tournaments, or , you can also try it in friedly matches and have a lot of fun with it.


Setting Rules:

-The matches MUST be at opposite sides.

-You may NOT use the following units:
*Mud Golem
*Poison Wisp
*Lightning Ward
*Barrier Ward

-You MAY use the following units:
*Stone Golem
*Cleric
*Scout
*Dragon Tyrant
*Knight
*Golem Ambusher
*Berserker
*Beast Rider
*Assassin
*Enchantress
*Pyromancer
*Dragonspeaker Mage
*Dark Magic Witch
*Frost Golem
*Furgon

Stone Golem Positions:

*It must be placed in the corner of each part on the field ( First and second square of the last line on the field or First square of the next line on the field).

Games Rules:

-The first player that kills or paralyzes all the opponent's units on the field, wins.

-If is the case that there is not any attacker units on both sides, the player with more units remaining wins, draws are not allowed.

-The stone golem's focus MUST stay all the match, if not, the player who brakes it loses.


I hope you guys like this idea, and please make every possible comment about the rules, if something needs a fix , feel free to make a suggestion to improve them.
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Old 06-02-2008, 07:33 AM   #2 (permalink)
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Quote:
Originally Posted by Luzbel View Post
I've thinking about a new style wich is formed by the essence of the old school turtle sets with a twist, so i've made this as a suggestion, but, if you feel that you'd like it, we can use it as a brand new style for future tournaments, or , you can also try it in friedly matches and have a lot of fun with it.


Setting Rules:

-The matches MUST be at opposite sides.

-You may NOT use the following units:
*Mud Golem
*Poison Wisp
*Lightning Ward
*Barrier Ward

-You MAY use the following units:
*Stone Golem
*Cleric
*Scout
*Dragon Tyrant
*Knight
*Golem Ambusher
*Berserker
*Beast Rider
*Assassin
*Enchantress
*Pyromancer
*Dragonspeaker Mage
*Dark Magic Witch
*Frost Golem
*Furgon

Stone Golem Positions:

*It must be placed in the corner of each part on the field ( First and second square of the last line on the field or First square of the next line on the field).

Games Rules:

-The first player that kills or paralyzes all the opponent's units on the field, wins.

-If is the case that there is not any attacker units on both sides, the player with more units remaining wins, draws are not allowed.

-The stone golem's focus MUST stay all the match, if not, the player who brakes it loses.


I hope you guys like this idea, and please make every possible comment about the rules, if something needs a fix , feel free to make a suggestion to improve them.
Have you tested it out? Because it sounds to be like it would be pretty boring. But I haven't really tried it so i wouldn't know.
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Old 06-02-2008, 07:40 AM   #3 (permalink)
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Oh sorry. Misunderstood you. I like it, but why no wisp?
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Old 06-02-2008, 08:19 AM   #4 (permalink)
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Originally Posted by Simon Underwood View Post
Have you tested it out? Because it sounds to be like it would be pretty boring. But I haven't really tried it so i wouldn't know.
Yes, i've tested it before , and it requires more skill than you might think, I excluded the mud golem because of the mudquake,it kills the fun of the turtle strategy.

The wards are also a step back for real strategy, protecting a unit with the bw or protecting your perimeter with the LW is senseless, the real fun of a turtle game, is to think every single move since the beginning (what if i do this, he'd prolly do this, if it doesnt block i'll be dead, im gonna have to save every possible way to run or heal, etc..

In other words TAO is based in the chess game, so the turtle games should be the closest style to a real chess game, dont you think so?

Legends has became a rusher server , sooner or later anybody gets same side bombed or rushed while using a turt, that sucks, some of the vets may want to try this out and get back to old times when the real strategy games were the fun.

I've been a rusher noob for a long time, and honestly i like turts more than rushes, but with these condicitions is not possible to play turt games.

I enjoy mostly turt games than rush games, im like: erm, what finished ? omg i didnt even thinked my moves, meh!!one!!!!! =p, and when i play turts i really have to think my moves even if i'd lose.

The antis are exposed to only win by luck or misstakes of the opponent that is rushing 'em

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Originally Posted by ~HERO~ View Post
Oh sorry. Misunderstood you. I like it, but why no wisp?
The Wisp brings a lot advantages on the field, it works as a freeze braker, it works as a stopper for un-expected moves, it works also as a freezer (combined with some others is WAY overpowered), so if you look at the games rules , you'll notice that i said that stone golem's focus must stay all the game, well an armored wisp without mud, lw and at opposite sides will be way deadly and way overpowered with these rules, it is allready a deadly unit in the common turtle matches, do you want a monster in this style? fine, lets use wisp, but it'll mess the style up.
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Old 06-02-2008, 10:21 AM   #5 (permalink)
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i figured i'd throw in my two cents on this one because old turtles were pretty much all i used when i played seriously under my main account.


this rule set would probably be gamed within the first week of using it competitively. i understand you're trying to make a chess like balanced game, but in chess rushing is a completely viable strategy. same with sacrificing units to simplify the game to your advantage. if you're looking for something close to chess the default set you get when you make a new account is probably as close as you're going to get.

if i played a game with these rules, i'd probably use 2 frosts and a furgon. what's stopping me from just making a forest and waiting for you? you'd be reduced to using your ambusher (if you had one) and your scout. both easy to deal with if i shrub intelligently. the mudquake brings a lot of balance to the game, it keeps the furgon from being too influential. imagine if i were playing a clone of myself, the game would never end.

as for the other disallowed units, what would be the point of banning wards? on a guaranteed opposite side game i can't imagine many people would choose to use a lightning ward. nobody uses barrier wards in turtle games to begin with, but they add a lot to the preemptive thinking part of the game that you talk about.

the focus rule of the stone golem doesn't make any sense. i never had a decent turtle game where i kept focus the entire game. what if my scout and dragon die and i want to make a new cluster with my frost and cleric. i would lose? this rule would make knights and dragons way too powerful, but more importantly it eliminates the whole risk/reward of playing a turtle in the first place. plus there are a lot of situations where i wouldn't want my stone focused, like if you were attacking me and i needed a unit to wall out your knights from my frost golem. i can't move through him if he's focused.

the opposite side thing i never understood. i preferred same side games and was a predominantly defensive player. opposite side matches don't really take more or less skill than same sided ones, just more time.

sorry to be tearing apart your thread, but i really think this would be a step backward for strategy. the general rule for making something great is to keep the rule list as small and simple as possible. every extra rule is something to be potentially exploited.
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Old 06-02-2008, 04:23 PM   #6 (permalink)
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yea, as wayf said, furgon would need to be added to the not allowed list as well, shrub forests without a mud opp side is incredibly slow
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Old 06-03-2008, 05:52 AM   #7 (permalink)
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yea, as wayf said, furgon would need to be added to the not allowed list as well, shrub forests without a mud opp side is incredibly slow

Yea, it might help to make it faster.
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Old 06-19-2008, 10:37 PM   #8 (permalink)
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Old 06-21-2008, 04:32 PM   #9 (permalink)
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First turn wins though, no? You move scout up, wait, then defocus and win.
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Old 06-21-2008, 04:40 PM   #10 (permalink)
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The person who breaks focus loses. The stone's focus must stay the whole game, so if you break it, you lose.
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