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Re: unit: net thrower man
Posted: Fri May 15, 2015 9:23 am
by Darkknight
25% for calvary is too high i think. Maybe 20% for calvary
Re: unit: net thrower man
Posted: Fri May 15, 2015 9:25 am
by Darkknight
Or units with 1~3movement: 50%
4~5movement: 25%
6 or above: 20%
Re: unit: net thrower man
Posted: Fri May 15, 2015 2:48 pm
by RiverRaider 1097
If implemented he would be on the priority list of first to be killed, this type of unit is like the spell units" nasty" they can put fear in ya!

Re: unit: net thrower man
Posted: Mon May 18, 2015 12:06 pm
by Darkknight
Maybe also add a new tech for it.
Stronger net- trap the enemy for 1 more turn. 6 turns. Made in blacksmith
Re: unit: net thrower man
Posted: Tue May 19, 2015 12:26 am
by silentz27
Why not learn a new technology hunting its good to use for net trapper and ranger
Re: unit: net thrower man
Posted: Wed May 20, 2015 8:56 am
by Darkknight
And also add a tech called lighter net. Made in advancement center for 6 turns. Give +1 range to net thrower
Re: unit: net thrower man
Posted: Fri May 22, 2015 7:46 am
by silentz27
And must add prison catch tech in every net trapped enemy he will got that and go to TC to convert as a turn pay
Re: unit: net thrower man
Posted: Fri May 29, 2015 3:15 pm
by Darkknight
silentz27 wrote:And must add prison catch tech in every net trapped enemy he will got that and go to TC to convert as a turn pay
This might make thw net thrower too complecated
Re: unit: net thrower man
Posted: Sat Jun 13, 2015 5:19 am
by Darkknight
Maybe make this only be made in barraks to make it more special?
Re: unit: net thrower man
Posted: Sun Aug 16, 2015 3:58 pm
by Darkknight
What will happen if the net thrower throws the net at a tc? Will the unit inside be caught or will nothing get caught?
Re: unit: net thrower man
Posted: Sun Aug 16, 2015 5:32 pm
by Calibear
I disagree to the prisoner tech, especially it will ruin stats of most units.
1.) We have the priest and missionary to convert, it kinda illogical to the prisoners to be converted in TC and they will consume turns instead of making more strategic troops.
2.) The stats of the units are to be ruined, their spell resistance will be useless. Spartans are royal troops and will not betray their own. Same goes for Hungarian Hussars, they'll be hungry mad to this tech upgrade.
I think its kinda good to have spell chance (chance to net) but I would prefer chance by mobility.
1.) You can't net units faster and taller than your net.
2.) non-flesh-and-blood units cant be netted
3.) Dat Assassins won't be dumb enough to be caught as fish, same goes for ninjas
I would like to simplify our Fisherman so we get a big catch:
- His primary skill is to set an enemy with effect. Example: Unit A is in - Netted (3 turns)
- His stats is somewhat close to skirmisher (without the arrow defense).
- Since his chance to net is based on mobility ( the slower the easier), he is somewhat as accurate as catapult or trebz.
- Not all can be netted, he ain't op now then.
- Turn cost maybe 3-4, since the units that have skills were on this range of cost.
- Range is about 2-3, you can't net a fish farther to you unless deployed by cannon.
- Similar to axe thrower since those are former wood-cutters. The Net thrower are former fishermen trained to throw nets on peepol.
- He can't net others when they are in cover, no one netted in TC and other beeldings. Also in transports and battery ram, they got roofs baybeh
- If you want to be free, ask someone to take the net off. Anyone with healing ability can remove poison effect, it shouldn't be hard for them to untangle and free their allies.
Re: unit: net thrower man
Posted: Sun Aug 16, 2015 5:45 pm
by Calibear
I agree to the lighter net upgrade, +1 range and speed since he is carrying less weight.
So the basic stats of Fisherman:
Range 1
Dmg 1-3
Spd 3
And being trained as Net Thrower:
Range 2
Dmg same
Spd 3
With Lighter net Upgade:
Range 2+1
Spd 3+1
So the strategy is to use behind walls, obstructions, or even behind other units.
Their support is mostly effective for cavalries, since they can pick infantries easily and at the same time they're distant against pikemens.
Re: unit: net thrower man
Posted: Sun Aug 16, 2015 10:45 pm
by COOLguy
Whoa guys, this idea is getting way too complex and complicated. Can we just go back to the original simple idea?

Re: unit: net thrower man
Posted: Tue Aug 18, 2015 1:38 am
by DoomCarrot
COOLguy wrote:Whoa guys, this idea is getting way too complex and complicated. Can we just go back to the original simple idea?

^^ that^^
The original idea was a lot more age of strategyish

Re: unit: net thrower man
Posted: Tue Aug 18, 2015 3:20 pm
by Calibear
The original idea is already agreed by all.
The stats of net thrower made by darkknight is good enough.
The thing is, we cant agree to the skill effectiveness of the net thrower.
It kinda hard to put bonuses (chance to net) different types of units
(I dont know how the admin will program dat but it could be hard).
So I suggest the chance will be based on targets mobility (similar code to catapults,trebz, and ballistas, since moving targets are harder to hit).
So admin can easily put net thrower at next update.
We also discussin about the net thrower upgrade, since most units have their own upgrade (Persuasion, Stealing, M.Skirmishar Train, Halberdier, Broad swordie). I agree to the lighter net, coz its realistic and strategic enough. I don't want to upgrade net thrower to something OP (maybe a trapmaster) because most will spend their turn on this and will be like "Its raining nets!". #DeezNetz!
Re: unit: net thrower man
Posted: Tue Aug 18, 2015 4:38 pm
by COOLguy
No, you misunderstand me, sorry.
Original idea + miss chance (similar to catapults) - this was agreed to.
other stuff like prisoners the fisherman deal and other upgrades - this was not agreed to.
And btw your fisherman example was more confusing than anything else.

Re: unit: net thrower man
Posted: Tue Aug 18, 2015 7:05 pm
by Calibear
Oh yeah, it is really confusing.

Nah, I just put it there to show that net throwers were fishermen
There is really no fishermen deal coz they only catch fish.
I knew it most will be confused to the fisherman
Let's vote this guy and his ligther net to be implemented by next update.

Re: unit: net thrower man
Posted: Wed Aug 19, 2015 2:20 am
by Darkknight
The net thrower got too complicated so i organised it.
Stats:
Cost 3
Hp 12
Attack 1
Range 2
Armor 1
Pierce armor 0
Speed 3
Sight 4
Action 1
Spell resistance 0%
BUILDING: Build only in barracks
UNITS THAT CANT BE TRAPPED: Elephants, ships, buildings, not alive units (like catapults) cant be trapped in nets.
DURATION OF NET: Net will stay for 3 turns
BONUS: Bonus against heavy armored infantry 100% (spartans, leggionaries, templers)
MISS CHANCE: Has miss chance like catapults (slower moving things are easier to catch in nets)
TECH: Lighter net- increase range of net thrower by 1. Researched in blacksmith.
Re: unit: net thrower man
Posted: Wed Aug 19, 2015 2:51 am
by COOLguy
Thanks Darkknight!

Net Thrower - To be IMPLEMENTED at next update
Posted: Wed Aug 19, 2015 10:39 am
by Calibear
Now, the Net thrower is finished in its drafts. We shall wait for his catch on next update

Stats are finished by darkknight.
The image of unit and the lighter net upgrade is made by COOLguy.
Now we all wait for teh approval of admin

Re: unit: net thrower man
Posted: Wed Aug 19, 2015 1:37 pm
by COOLguy
Actually, my images may be a bit junk.

If anyone can give me suggestions to help me make them look better, that would be great.
And normally the unit suggestion must be voted on in the next forum vote. Currently Daniel (the developer) is a little busy, but next week we may get the vote going.

Re: unit: net thrower man
Posted: Thu Aug 20, 2015 2:07 pm
by Calibear
They ain't junk, we don't need to fashion much the fisherman (or maeybee)
Although a little Perphlexcionisticness would do.
The armor/shirt/top could be white like the workers
The bottom could be pants/shorts instead of skirt?
We will wait for admin so he can also give some suggests.
Re: unit: net thrower man
Posted: Sun Feb 07, 2016 10:36 pm
by COOLguy
Elvenprincess edits. Do they look okay now?
Re: unit: net thrower man
Posted: Wed Feb 10, 2016 2:03 am
by Darkknight
Nice images! But the net looks a little messy to me.
Re: unit: net thrower man
Posted: Wed Feb 10, 2016 3:26 am
by COOLguy
Thanks! What if it was spinning animated?
Re: unit: net thrower man
Posted: Wed Feb 10, 2016 3:32 pm
by RiverRaider 1097
I don't believe a net would throw right with balls on it? How about an image that looks like spider web, a lighter net thrown on heavily armoured unit would intangle the unit, basically the more armour the more likely of being caught? )
Re: unit: net thrower man
Posted: Wed Feb 10, 2016 3:57 pm
by COOLguy
Okay. It was supposed to be weights, like a gladiator net. Maybe if we did less weights and more transparent?
Re: unit: net thrower man
Posted: Thu Feb 11, 2016 3:55 pm
by DoomCarrot
I think there should be weights, thats how they worked. But they do look a bit too large for the size of the net.
Re: unit: net thrower man - ACCEPTED
Posted: Wed Dec 19, 2018 10:37 am
by Lynx Shafir
What does this unit still need?
Re: unit: net thrower man - ACCEPTED
Posted: Fri Jan 03, 2020 11:33 am
by Lynx Shafir
With kusari done this should be easier to implement, to have a nice alternative with miss chance passive attack.
I think training should be TC, dockand perhaps roman garrison but NOT barracks