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Orc Slaver — IMPLEMENTED

Posted: Fri Jul 24, 2015 11:33 am
by Sunrise Samurai
    Cost 7 turns
    15 hp
    5 attack
    No armor
    3 movement
    4 sight
    Capture: at the cost of the unit, gain control of any one unoccupied factory building adjacent to the unit. Does not work for anything that shoots or has any purpose other than factory.

    This lets orcs enslave other races to do their bidding, allowing them to build units they otherwise could not, but at risky locations because of proximity to enemy lines where these buildings are captured.

    Re: Orc Slaver

    Posted: Fri Jul 24, 2015 4:27 pm
    by The Pendulum
    I like it. Did you have an idea of what the unit should or could look like?

    Re: Orc Slaver

    Posted: Fri Jul 24, 2015 5:01 pm
    by Sunrise Samurai
    large orc, manacles hanging from a belt, whip for a weapon. No need to get too fancy beyond this. Just typical slaver gear.

    Re: Orc Slaver

    Posted: Fri Jul 24, 2015 5:30 pm
    by The Pendulum
    Sunrise Samurai wrote:large orc, manacles hanging from a belt, whip for a weapon. No need to get too fancy beyond this. Just typical slaver gear.
    Should be easy enough.

    Re: Orc Slaver

    Posted: Wed Dec 02, 2015 11:28 pm
    by Alexander82
    Like that?

    Re: Orc Slaver

    Posted: Thu Dec 03, 2015 1:21 am
    by Hardeep
    Daniel (the dev) wrote:Its too cartoonish
    Epic foreshadowing :D

    Re: Orc Slaver

    Posted: Thu Dec 03, 2015 7:53 am
    by Alexander82
    LOL

    but this time should not xD

    Re: Orc Slaver

    Posted: Thu Dec 03, 2015 5:08 pm
    by Stratego (dev)
    no :)
    the upper body i nice already!
    only the legs needs a little more work!

    but nice image!

    Re: Orc Slaver

    Posted: Thu Dec 03, 2015 5:38 pm
    by Alexander82
    Great! I'll edit the legs then! What would you like to change?

    Re: Orc Slaver

    Posted: Thu Dec 03, 2015 5:54 pm
    by Alexander82
    Like that?

    Re: Orc Slaver

    Posted: Thu Dec 03, 2015 6:57 pm
    by Stratego (dev)
    no, the other was better, i thought the shading and maybe 1 px closer to each other

    Re: Orc Slaver

    Posted: Thu Dec 03, 2015 10:09 pm
    by Alexander82
    like that?

    Re: Orc Slaver

    Posted: Thu Dec 03, 2015 10:15 pm
    by Stratego (dev)
    yes i think it is very nice! thanks!

    Re: Orc Slaver

    Posted: Thu Dec 03, 2015 10:20 pm
    by Alexander82
    thank you

    Re: Orc Slaver

    Posted: Fri Aug 12, 2016 9:57 am
    by Alexander82
    About the stats i'd make:
    Cost 6
    HP 20
    Attack 20
    Range 3 (Whips are very long and are considered ranged/reach weapons in most of rpgs)
    Armor 2
    Pierce Armor 2
    Speed 3
    Sight 5
    Action 1
    Spell range 3 (same range of whip attack)
    Unit conversion chance % = 50+(unit attack - target attack)*2 (we might make *5 if we want strenght to be more important in the equation)
    Normal Building conversion chance % = 60%
    Mega building conversion chance % = 15%
    Spell resistance 50%

    Re: Orc Slaver

    Posted: Fri Aug 12, 2016 1:00 pm
    by DoomCarrot
    I think the whip range of 3 is a little weird... Maybe 2? Also, being able to enslave buildings doesn't seem right to me. :lol:

    I like everything else though!

    Re: Orc Slaver

    Posted: Fri Aug 12, 2016 2:11 pm
    by Alexander82
    What about:
    Cost 5
    HP 20
    Attack 20
    Range 2 (Whips are very long and are considered ranged/reach weapons in most of rpgs)
    Armor 2
    Pierce Armor 2
    Speed 3
    Sight 5
    Action 1
    Spell range 3 (converted with the menace of bring hit)
    Unit conversion chance % = 60+(unit attack - target attack)*2 (we might make *5 if we want strenght to be more important in the equation)
    Spell resistance 50%

    Re: Orc Slaver

    Posted: Fri Aug 12, 2016 3:33 pm
    by DoomCarrot
    Those stats seem very cool. I like that weaker units are more likely to be enslaved as well

    Re: Orc Slaver

    Posted: Fri Aug 12, 2016 6:53 pm
    by Alexander82
    Yes, from a background point of view orcs enslaves with strenght and fear, not with words, so that's why strong units are less likely to be converted

    Re: Orc Slaver DISCUSSING

    Posted: Sun Aug 27, 2017 2:41 pm
    by Alexander82
    Ok, Daniel told me it is a problem to tie those calculation so we might just give it a straight chance.

    Re: Orc Slaver DISCUSSING

    Posted: Sun Aug 27, 2017 9:01 pm
    by Sunrise Samurai
    Well if it's just a straight chance, just use convert spell.

    Re: Orc Slaver DISCUSSING

    Posted: Sun Aug 27, 2017 10:14 pm
    by Alexander82
    The conversion spell is magic based. I wanted an effect based on strength/hp since its physical. I think we should use a fixed percentage or see if Daniel can set a single stat as resistance.

    Re: Orc Slaver DISCUSSING

    Posted: Mon Aug 28, 2017 12:39 am
    by Sunrise Samurai
    Well, I'd say give it 30% starting chance, then use hp as a resistance. That would keep it in character, as units close to death or weak would be far easier to convert. It's easy enough to weaken powerful units to the point of being easy to convert, so I'm not worried about being underpowered. Once converted, troops can be patched up by a nearby shaman easily.

    Re: Orc Slaver DISCUSSING

    Posted: Mon Aug 28, 2017 6:51 am
    by LordOfAles
    Meh idea for spell:

    Spell range:1
    Spell name:Whip of the master(only for workers and enemy units with 1-15 hp,only if theres no enemy military unit 3 or less tiles from targeted with more than 15 hp)
    Effect:100% chance of conversion,4 dmg

    that was just my version u guys continue

    Re: Orc Slaver DISCUSSING

    Posted: Mon Aug 28, 2017 9:59 am
    by Sunrise Samurai
    While it sounds nice, I think it's too complicated.

    Re: Orc Slaver DISCUSSING

    Posted: Thu Mar 22, 2018 3:46 pm
    by Sunrise Samurai
    I think this needs a bit more work before we can reasonably implement this. The current setup gives 60% chance if the enemy has 20 strength. Most units don't have that much, and will be subject to more chance. This fits exactly what was undesirable about the first draft of nymph, being able to hide in a tower and convert a unit every turn.

    Re: Orc Slaver DISCUSSING

    Posted: Fri Mar 23, 2018 12:16 am
    by Alexander82
    I think that this unit should wait for the implementation of different kinds of spell resistance

    Re: Orc Slaver DISCUSSING

    Posted: Fri Mar 23, 2018 1:21 am
    by General Brave
    Willpower!

    Re: Orc Slaver DISCUSSING

    Posted: Fri Mar 23, 2018 10:33 am
    by Sunrise Samurai
    Alexander82 wrote:I think that this unit should wait for the implementation of different kinds of spell resistance
    Mostly mentioning it now because it's getting votes. Might want to remove it from the list until we're ready for it.
    General Brave wrote:Willpower!
    :lol:

    Re: Orc Slaver DISCUSSING

    Posted: Mon Mar 26, 2018 2:52 pm
    by Alexander82
    Not necessarily. We already have a winner that needs the same thing: the ranger