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Engineer
Posted: Sat Nov 19, 2016 2:59 am
by MightyGuy
Stats:
Cost:3
Hp:14
Attack:1
Range:1
Armor:0
P.Armor:0
Speed:3
Sight:4
Spell Resistance:0%
Buildable: TCs
Ability:
•Build •Mend
Re: Engineer
Posted: Sat Nov 19, 2016 3:10 am
by Alpha
looks gud
Re: Engineer
Posted: Sat Nov 19, 2016 4:01 am
by MightyGuy
edited.
Re: Engineer
Posted: Tue Dec 06, 2016 2:47 pm
by Midonik
Ok.
Buliders
Posted: Mon Oct 23, 2017 5:09 pm
by Midonik
Worker
Cost: 3
Mend rate: 10
Hp: 10
Attack: 0
Armor: 0/0
Builders: TC
Action/turn: 1
Speed: 3
Sight: 4
Work Bot
Cost: 5
Mend rate: 10
Hp: 16
Attack: 4
Armor: 2/0
Builders: Some future robot factory
Action/turn: 2
Speed:3
Sight: 5
Re: Buliders
Posted: Mon Oct 23, 2017 5:53 pm
by LordOfAles
I vote for bots
Re: Buliders
Posted: Mon Oct 23, 2017 6:21 pm
by Typhoon
We could add both with diffrence of cost mend speed and durability
And so
viewtopic.php?f=143&t=4503
I like idea of making poison gas killing flesh and blood units and viruses killing mechs, bots etc
So for example you would use bots when your enemy is using poison but for higher cost and probably using special building
Re: Buliders
Posted: Mon Oct 23, 2017 6:23 pm
by Midonik
Interesting concept.
Re: Buliders
Posted: Mon Oct 23, 2017 6:30 pm
by LordOfAles
Worker
Cost: 3
Mend rate: 2
Hp: 10
Attack: 0
Armor: 0/0
Builders: TC
Action/turn: 1
Speed: 3
Sight: 4
Work Bot
Cost: 5
Mend rate: 2
Hp: 16
Attack: 4
Armor: 2/0
Builders: Some future robot factory
Action/turn: 2
Speed:3
Sight: 5
Re: Buliders
Posted: Mon Oct 23, 2017 6:35 pm
by Typhoon
Nice
Re: Buliders
Posted: Mon Oct 23, 2017 6:40 pm
by Constantin
LordOfAles wrote:Worker
Cost: 3
Mend rate: 2
Hp: 10
Attack: 0
Armor: 0/0
Builders: TC
Action/turn: 1
Speed: 3
Sight: 4
Work Bot
Cost: 5
Mend rate: 4
Hp: 16
Attack: 4
Armor: 2/0
Builders: Some future robot factory
Action/turn: 1
Speed:3
Sight: 5
You forgot add mend rate
10 for 1 I think and 15 for second worker
Re: Buliders
Posted: Tue Oct 24, 2017 1:58 am
by Sunrise Samurai
I'd say give the same mend rate to both, but make the bot have 2 actions. That way, it can lay a foundation, then build on it without wasting it's extra mending on just laying a foundation for 1 hp.
Re: Buliders
Posted: Tue Oct 24, 2017 1:07 pm
by LordOfAles
Updated stats, btw it should be in the first post
Re: Buliders
Posted: Fri Oct 27, 2017 2:02 pm
by Dan301002
Add "Worker" with "Ship" = "Worker Ship" (it is planetary after all).
Changes "Work Bot" to "Worker Drone".
Or just make it the drone.
Re: Buliders
Posted: Fri Oct 27, 2017 2:25 pm
by Midonik
Ehhh... Guys,planetary maens that those are units in f*cking planets,not in space,space unit are in space category,isnt it obvious?
Re: Buliders
Posted: Fri Oct 27, 2017 2:43 pm
by Dan301002
Midonik wrote:Ehhh... Guys,planetary maens that those are units in f*cking planets,not in space,space unit are in space category,isnt it obvious?
I mixed them oops...
Then just Worker is fine, or Worker Drone
Re: Buliders
Posted: Thu Nov 23, 2017 7:20 am
by Midonik
Shouldnt their mend rate be 10?
Re: Buliders
Posted: Thu Nov 23, 2017 11:25 am
by LordOfAles
Oh yea

change stats
Re: Buliders
Posted: Sun Feb 18, 2018 8:32 pm
by Midonik
Make images asap please.
Engineer
Posted: Wed Feb 28, 2018 1:50 pm
by Lawrence
Small blaster and EMP gun
Skill:
Shoot EMP, cooldown 5, stuns all robots for 2 turns (allied & enemy)
Re: Engineer
Posted: Wed Feb 28, 2018 1:53 pm
by Midonik
Interesting idea,but I would change name.
Also,you can't just "stun all robots". Mayby give it skill similar to fireball,but way lower range and stuns.
Re: Engineer
Posted: Wed Feb 28, 2018 1:57 pm
by Lawrence
I know a game, (uniwar or something) , where engineers deal almost no damage, and can shoot EMP