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Immortal - ARCHIVED

Posted: Tue Aug 08, 2017 2:18 am
by Sunrise Samurai
Immortal
Cost: 5
Built at manor
Hp: 10
Power: 8, good vs. buildings, like swordsman.
Range: 1
Speed: 3
Armor: 2/2
Spell resistance: 30
Ability: Phoenix life. (When this unit dies, the game remembers the location​. At the end of the owner's next turn, the unit is revived at full health if that told is empty. Otherwise, it attempts to revive again the following turn, until successful​.)

Long story short, kill it and it keeps coming back. You have to hold it down with a unit or building to prevent it from returning, and if the undead player can free the location it still returns many turns later. 5 cost seems expensive for a swordsman type unit until you realize it forces your enemy to permanently tie down a spot if they don't want to keep fighting the same soldier for all eternity.

Re: Immortal

Posted: Tue Aug 08, 2017 2:23 am
by Sunrise Samurai
Can the game engine even handle this? And to clarify, it can't capture a tc by resurrecting inside an empty enemy controlled tc. It has to wait until you control the tc again if it died there.

Re: Immortal

Posted: Tue Aug 08, 2017 10:31 am
by LordOfAles
But if immortal dies,wouldnt stepping on his corpse result in unit override,making him completely deleted?

Re: Immortal

Posted: Tue Aug 08, 2017 3:36 pm
by Typhoon
I like idea of resurrecting till the tile is occupied

Re: Immortal

Posted: Tue Aug 08, 2017 3:49 pm
by Sunrise Samurai
LordOfAles wrote:But if immortal dies,wouldnt stepping on his corpse result in unit override,making him completely deleted?
That's why I asked if the game could handle it, being able to remember where it died even if something steps on it. If stepping on it were to cause deletion, this would need to be more powerful to make up for it.

Re: Immortal

Posted: Tue Aug 08, 2017 4:39 pm
by LordOfAles
Maybe there should be a different corpse for Immortal(to different him from normal one),and he couldnt ressurect if there is a unit STANDING NEXT to his corpse,so enemy unit will still be pinned to his corpse without overriding it ;)Corpse would be unwalkable or unlfliyable

Re: Immortal

Posted: Tue Aug 08, 2017 6:03 pm
by Puss_in_Boots
Maybe it should be possible to eliminate them forever with the exorcism move. I feel it would make sense that way.

Re: Immortal

Posted: Tue Aug 08, 2017 6:06 pm
by LordOfAles
They are Immortal!Bwahahahaha!

Re: Immortal

Posted: Tue Aug 08, 2017 8:49 pm
by Sunrise Samurai
That works. His corpse actually holds the space, but can be held down by anything adjacent, and destroyed by exorcism. That certainly seems good to me.

Re: Immortal

Posted: Tue Aug 08, 2017 8:50 pm
by Sunrise Samurai
To clarify, exorcism destroys the corpse. If he is alive, it only damages him as normal.

Re: Immortal

Posted: Tue Aug 08, 2017 8:52 pm
by LordOfAles
But if one has Immortal,and one doesnt have exorcism,then immortal would be too op

Re: Immortal

Posted: Tue Aug 08, 2017 8:52 pm
by LordOfAles
I see the solution in making exorcism a core tech

Re: Immortal

Posted: Fri Aug 11, 2017 5:20 pm
by Sunrise Samurai
An alternative might be to, on death, make him turn into a 30 life, 5/5 armor and 0 power, 0 movement​ dormant immortal with a transform spell, which turns him back into the normal​ immortal. Assuming you can kill the dormant form in one turn, it actually dies permanently, though 30 life and 5 armor makes this difficult.

Re: Immortal

Posted: Fri Aug 11, 2017 6:30 pm
by LordOfAles
Agreed

Re: Immortal

Posted: Sun Aug 13, 2017 10:23 am
by Alexander82
Seems imbalanced to me.

An immortal unit would be ok only if you can have a limited amount of them and the engine should also be adapted to allow another player to win somehow

Re: Immortal

Posted: Sun Aug 13, 2017 10:58 am
by Sunrise Samurai
I think that's where the last version works best. It's hard, but nowhere near impossible, to kill. This is also helped by the high cost and only being built in the manor. The base unit is easy enough to remove from play, so you can hold it down until you have the firepower to destroy it easily enough.

Re: Immortal

Posted: Sun Aug 13, 2017 12:24 pm
by Alexander82
Cost 5 is not high... It should be really eady to kill in its temporary form

Re: Immortal DISCUSSING

Posted: Tue Nov 14, 2017 5:14 pm
by Typhoon
I would give him a little more hp like 15 and low his temporary form hp

Re: Immortal DISCUSSING

Posted: Tue Nov 14, 2017 5:21 pm
by Menselot
Do you have an image on your mind to show us how this unit will look ? (or just describe how it looks)

Re: Immortal DISCUSSING

Posted: Tue Nov 06, 2018 3:10 pm
by LordOfAles
This would be a cool addition. I suggest for image to be lightly armored...whatever necromancer is. With a sword/axe.

Re: Immortal DISCUSSING

Posted: Tue Nov 13, 2018 6:55 pm
by Savra
Maybe, for simpler use just give it the ability to turn into a basic skeleton warrior on death.

If not then we can still do this but it would be put in votes section maybe.

Re: Immortal DISCUSSING

Posted: Wed Aug 04, 2021 9:20 am
by makazuwr32
Archived.
Phantoms partially have this role now.