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Goblin Tracker
Posted: Fri Apr 06, 2018 9:08 am
by LordOfAles
Goblin tracker
Cost 2
Hp 8 (same as goblin slave)
Armor 0/0
Power 3
Range 3
Accuracy 50%
Speed 4
Sight 6 (can see stealth)
Can't capture tcs
Action/turn: 1
Builders: TC
Armed with a crude sling and some rocks, this goblin is fast and can sniff out hidden threats.
Re: Victim's Smell
Posted: Fri Apr 06, 2018 1:27 pm
by Midonik
Good idea since orcs need more and better stealth seeing units,but giving it for that good units with just 3 turn research sounds kind of op.
Re: Victim's Smell
Posted: Fri Apr 06, 2018 3:08 pm
by Sunrise Samurai
Let's vote goblin outpost in first and come back to this. I don't like the idea of giving already good units that a reasonable player will produce under most circumstances another ability. Orcs already have some overpowered units. Let's not make raptors overpowered too.
Re: Victim's Smell
Posted: Fri Apr 06, 2018 3:22 pm
by makazuwr32
Agree on this.
maybe give this ability to goblin archers (with different name also)?
Re: Victim's Smell
Posted: Fri Apr 06, 2018 5:24 pm
by LordOfAles
Ok then, giving it to goblins. Updated first post, changed name
Re: Victim's Smell
Posted: Fri Apr 06, 2018 5:29 pm
by LordOfAles
Sunrise Samurai wrote:Let's vote goblin outpost in first and come back to this.
Let's not forget what I did with olog hais ok?
Re: Natural Tracker
Posted: Fri Apr 06, 2018 6:47 pm
by Sunrise Samurai
If you want to campaign for goblin outpost next vote, I'll join you. It looks ready to add, with no new mechanics really. Also balanced and necessary.
Re: Natural Tracker
Posted: Fri Apr 06, 2018 7:04 pm
by LordOfAles
You will see
Re: Natural Tracker
Posted: Fri Apr 06, 2018 7:27 pm
by makazuwr32
yes that's more like it.
although i think we need to give this to goblin archer and upgrades only.
Re: Natural Tracker
Posted: Fri Apr 06, 2018 7:32 pm
by Sunrise Samurai
Better idea.
Goblin agent
Cost 3
Hp 10
Armor 0/0
Power 0
Speed 3
Stealth, can see stealth
Spells: goblin grenade
200% bonus vs factory buildings
This guy would be a dedicated scout with some very useful skills if allowed near an enemy base.
Re: Natural Tracker
Posted: Fri Apr 06, 2018 7:34 pm
by LordOfAles
nah, too useful for a goblin
Re: Natural Tracker
Posted: Fri Apr 06, 2018 8:01 pm
by Sunrise Samurai
LordOfAles wrote:nah, too useful for a goblin
And giving every goblin stealth detection isn't? Remember orcs are supposed to be among the worst at detecting stealth. If their regular troops can see assasins without needing a special unit, there's absolutely no reason to make assasins anymore.
Re: Natural Tracker
Posted: Fri Apr 06, 2018 8:34 pm
by LordOfAles
huh, didnt look at it that way. Might rename him to goblin tracker, not agent tho, no goblin grenade and 2 cost
Re: Natural Tracker
Posted: Fri Apr 06, 2018 8:49 pm
by Sunrise Samurai
Alternatively, raise cost to 5, thinking about how useful the agent could be in a wagon.
If we reduce cost to 2, I'd say he isn't stealthed anymore, but has speed 4
Re: Natural Tracker
Posted: Fri Apr 06, 2018 8:53 pm
by LordOfAles
I would prefeer second version (cost 2)
Re: Natural Tracker
Posted: Sat Apr 07, 2018 12:19 pm
by Sunrise Samurai
Alright
Goblin tracker
Cost 2
Hp 8 (same as goblin slave)
Armor 0/0
Power 3
Range 3
Accuracy 50%
Speed 4
Sight 6 (can see stealth)
Can't capture tcs
Armed with a crude sling and some rocks, this goblin is fast and can sniff out hidden threats.
Re: Goblin Tracker
Posted: Sat Apr 07, 2018 3:44 pm
by LordOfAles
Good, renaming and updating first post
Re: Goblin Tracker
Posted: Mon Apr 09, 2018 1:27 am
by Sunrise Samurai
I see no reason not to allow it in orc camp as well as tc I suppose.