Bandit

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StormSaint373
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Bandit

Post by StormSaint373 »

A swordsman who can poison enemies, especially dangerous in groups

Cost: 3
Hp: 16
Att: 9 (poison on hit)
Armor: 0/0
Vision: 4
SR: 0
Action/Turn: 1

Categories: Light infantry melee, poisoner
Bonuses: 100% vs buildings, 200%vs fortified buildings, 50% vs healers
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Badnorth
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Re: Bandit

Post by Badnorth »

Bonuses imo should be anti-infantry for uniqueness.
It could be an anti-infantry and a poisoning unit at the same time.

With that stats, I suggest -
50% Archers
75% Medium foot melee
90% Light foot melee
100% Siege machine
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Badnorth
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Re: Bandit

Post by Badnorth »

Img can be a half naked bearded guy that is covered with tattoos and holding a dagger that has a slimey green tip.
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DreJaDe
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Re: Bandit

Post by DreJaDe »

They are bandits but they are harder to train than a normal swordsman?

Kinda wrong.
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Badnorth
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Re: Bandit

Post by Badnorth »

DreJaDe wrote: ↑Mon Nov 02, 2020 6:03 pm They are bandits but they are harder to train than a normal swordsman?

Kinda wrong.
Good point.
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Hyuhjhih
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Re: Bandit

Post by Hyuhjhih »

They are skillful bandits who mastered the art of poisoning. πŸ™ƒπŸ™ƒπŸ™ƒπŸ™ƒπŸ™ƒπŸ™ƒπŸ™ƒ
And got better attack than swordsman.
Last edited by Hyuhjhih on Tue Nov 03, 2020 4:56 am, edited 1 time in total.
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Hyuhjhih
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Re: Bandit

Post by Hyuhjhih »

But BANDITS, the name should be changed to a more appropriate one i think.
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Re: Bandit

Post by Hyuhjhih »

  • African OUABAINER
  • Qiunter swordsman
https://en.m.wikipedia.org/wiki/Ouabain
  • or simply poison swordsman
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Re: Bandit

Post by Hyuhjhih »

StormSaint373 wrote: ↑Mon Nov 02, 2020 12:56 pm A swordsman who can poison enemies, especially dangerous in groups

Cost: 3
Hp: 16
Att: 9 (poison on hit)
Armor: 0/0
Vision: 4
SR: 0
Action/Turn: 1

Categories: Light infantry melee, poisoner
Bonuses: 100% vs buildings, 200%vs fortified buildings, 50% vs healers
Speed 3
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Badnorth
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Re: Bandit

Post by Badnorth »

Bandits were robbers, lives by means of smuggling and robbery.
Well, I like the original concept but it could Improve more.

The bandit stats are too plain imo but they are more powerful in numbers, so they could have this stats:
Cost: 2
Hp: 13
Atk: 9
Armor: 0\0
Sight: 4
SPD: 3
Ability:
Poison blades (Doesn't consume actions)
+ Poison attack for 1 turn
+ CD: 2
Bonuses:
25% Archers
50% Melee foot

Compared to other 2 turn melee infantry units this bandit focuses on dealing high amounts of DMG to a single target, compared to Gaelic fighter which is the closest comparison this unit has weaker speed, slightly lower bonuses, poison ability, lower attack and lower hp (when Gaelic fighter has tattoos).
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Badnorth
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Re: Bandit

Post by Badnorth »

Bandit.
Image
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Re: Bandit

Post by Badnorth »

Quickly changed the stance.
Image
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DreJaDe
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Re: Bandit

Post by DreJaDe »

Would they really be employed though? Or are they a map editor unit.

I don't see bandit getting hired by a country


Well, maybe some dark organization...
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Badnorth
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Re: Bandit

Post by Badnorth »

They probably can be hired by some military officers or some organization leaders to do some dirty work..
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Re: Bandit

Post by Hyuhjhih »

But shouldn't bandits be stealthy? And also buildables should be TC and Barracks
The stance could have a poisoned blades, a little green tinted.
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Re: Bandit

Post by Hyuhjhih »

But a stealthy one should be op at cost 2
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Badnorth
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Re: Bandit

Post by Badnorth »

Hyuhjhih wrote: ↑Wed Nov 04, 2020 3:48 am But shouldn't bandits be stealthy? And also buildables should be TC and Barracks
The stance could have a poisoned blades, a little green tinted.
I based fhe looks of the bandit to the stats.
The ability to have poison blades.
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Re: Bandit

Post by Badnorth »

Hyuhjhih wrote: ↑Wed Nov 04, 2020 3:49 am But a stealthy one should be op at cost 2
Definitely. Or bandit could be a 2 turn improved spy.

Is stealth really needed? I mean, the original concept made by stormsaint is a unit that are more powerful In numbers. I like that. So I reworked the stats to be a 2 turn melee poisoning unit, that are powerful in numbers. Imagine surrounding a hoplite with 3 or 4 bandits with my stats.
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Re: Bandit

Post by Badnorth »

Endru1241, is it possible to add a different image upon activation of the ability? I plan to add a poisoned edge upon the daggers of bandit upon activating the ability.
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Re: Bandit

Post by DreJaDe »

Hmm. What if it had a stat of a normal peasant that can has 1 hit type hp and has a poison in it.

They would have a tech called underground support (or banditry) which would enable them to be trained in 1 turn maybe on special barracks or just the tc.

This way they won't be OP as heck but can still cause problem. This wouldn't be able to stand with a normal swordsman but is enough to 2 hit a spearman.
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Re: Bandit

Post by Hyuhjhih »

QuadrupoleStrat wrote: ↑Wed Nov 04, 2020 5:00 am
Hyuhjhih wrote: ↑Wed Nov 04, 2020 3:49 am But a stealthy one should be op at cost 2
Definitely. Or bandit could be a 2 turn improved spy.

Is stealth really needed? I mean, the original concept made by stormsaint is a unit that are more powerful In numbers. I like that. So I reworked the stats to be a 2 turn melee poisoning unit, that are powerful in numbers. Imagine surrounding a hoplite with 3 or 4 bandits with my stats.
Thays why i suggested a new name,
QuadrupoleStrat wrote: ↑Wed Nov 04, 2020 5:03 am Endru1241, is it possible to add a different image upon activation of the ability? I plan to add a poisoned edge upon the daggers of bandit upon activating the ability.
Yes a new transformation image or a small Sprite sheet or GIF could work well
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Badnorth
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Re: Bandit

Post by Badnorth »

DreJaDe wrote: ↑Wed Nov 04, 2020 5:20 am Hmm. What if it had a stat of a normal peasant that can has 1 hit type hp and has a poison in it.

They would have a tech called underground support (or banditry) which would enable them to be trained in 1 turn maybe on special barracks or just the tc.

This way they won't be OP as heck but can still cause problem. This wouldn't be able to stand with a normal swordsman but is enough to 2 hit a spearman.
I like the peasant suggestion. Also the banditry tech.
But I prefer to make banditry a tech to allow the produce of e.g. Brigand, Bandit boss, Rogue knight, and a Bandit related factory. But the 1 turn bandit unit is also cool.
Hyuhjhih wrote: ↑Thu Nov 05, 2020 4:26 am Thays why i suggested a new name,
Examples?
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Re: Bandit

Post by Badnorth »

Bandit poison
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Re: Bandit

Post by SirPat »

How about........
He'll be a mercenary that have a weapon effect called "stealing": whenever he kills he gets 3-5(maybe random) payment to his leaving effect. Then he have an ability called "supply payments" that empowers a money couriers pay mercenary ability based on the amount of leaving the bandit had. So if a 11 leaving bandit supply payments to a money courier, its ability will give: X + 11 turns of leaving to the mercenary itll pay.

Or

He have a weapon effect that resets his ability cooldown whenever he kills and his ability is to summon a money courier with a cd of 999 turns.
So the idea is whenever he kills he can summon 1 money courier if possible maybe each kill resets 1 ability only and he would have 2-3 abilities of summon money courier.

Wish this is possible.

The idea is youll have to bring them to battle as an early source of money couriers to fund a mercenary army...
I was thinking of maybe making money couriers a castle thing only to balance merc rush.

Stats: as proposed by you guys. A cheap unit with poison. Great for killing but has low health. He'll be used as an early game unit for funding the mercenary bands. You'll have to kill then transport the money couriers back to the base instead of the hard way which is starting multiple mines to fund mercenaries.

For balancing reasons I would like to make the money courier a castle only unit making him the cheapest way to get mercenary funds but youll have build a castle first. Was the condotierro bug fixed? The bug that makes him to pay himself.



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