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Imperial Captain - IMPLEMENTED

Posted: Sat Aug 11, 2018 3:39 am
by Savra
Imperial Captain
Elite unit
Trainable at barracs/castle
Cost:8
Hp:65
Atk:20
Rng:1
Sight:4
Spd:3
Res:100%
Arm:4
P.arm:6
Abilities:
Morale aura passive: rng:3, gives +1 to all allies attack.
Imperial training passive: rng:3, gives +5 attack to all Imperials

Re: Imperial Captain

Posted: Sat Aug 11, 2018 4:21 am
by General Brave
I very like this idea, perhaps the arm with the shield needs a bit more work.

Re: Imperial Captain

Posted: Sat Aug 11, 2018 5:54 am
by Savra
How's this?

Re: Imperial Captain

Posted: Sat Aug 11, 2018 7:24 am
by General Brave
Yes, but raise the shield a few pixel.

Re: Imperial Captain

Posted: Sat Aug 11, 2018 8:16 am
by Ayush Tiwari
Savra wrote: Sat Aug 11, 2018 3:39 am Imperial Captain
Imperial Captain.png
Elite unit (I wanna try out that one champion per mega building thing, basically you only can get another imperial captain of you have another castle, not a mini mega.)
Trainable at barracs/castle
Cost:8
Hp:60
Atk:17
Rng:1
Sight:4
Spd:3
Res:100%
Arm:3
P.arm:5
Abilities:
Morale aura passive, gives +1 to all allies attack.
it costs two turns more than imp. Guard,which has almostly the same stats,and more attack,and has trample
Stats:(of imp. Guard)
Cost: 6
HP: 50
Attack power: 20
Range: 1
Armor: 3
Pierce armor: 3
Speed: 3
Sight: 4
Action/turn: 1/1
Spell resistance: 50%
Size: 1×1
Special: Trample
Buildable at: castle, barracks

Re: Imperial Captain

Posted: Sun Aug 12, 2018 2:19 am
by Savra
Updated how's that?

Re: Imperial Captain

Posted: Sun Aug 12, 2018 2:29 am
by General Brave
I think it's better.

Re: Imperial Captain

Posted: Sun Aug 12, 2018 3:01 am
by Savra
Here's the new image.

Re: Imperial Captain

Posted: Sun Aug 12, 2018 3:14 am
by General Brave
This seems okay to be accepted if no one else disagrees.

Re: Imperial Captain

Posted: Sun Aug 12, 2018 6:45 am
by Lynx Shafir
Does the moral give spell res or armor?
Or just 1 attack.
Than better make it 6 cost general tipe unit. (with Aura) Not necessary imperial.

The imperial knight is already a "captain"-just hasn't Aura. (better mobility and stats too)
Doesn't worth 8 cost.
If units like inquisitor, barbarian get in whit 8 cost players will more likely train them instead this what only gives +1 Attak! (and Drake knight )

A moral keeper with 1 buff at average cost unit would be better.(5-6)

Re: Imperial Captain

Posted: Sun Aug 12, 2018 12:47 pm
by Alexander82
what about a higher bonus but he might affect only imperial units?

Something like a +5 (non stackable)

Re: Imperial Captain

Posted: Sun Aug 12, 2018 3:28 pm
by Lynx Shafir
Better a leader unit like ork chief/warlord(Idk name) to affect every nearby unit.

Gives moral (spell res increase) and attack or armor.

This way is more useful than if buffs only imperials who are enough strong anyway

So 6 cost. General type.

Re: Imperial Captain

Posted: Sun Aug 12, 2018 3:41 pm
by Alexander82
What about a double aura? One aura will affect all units and a second aura will affect imperial units only.

It is like the centurion aura from AoS

A +1 to attack it is really low for imperials and since this unit is themed like them I think it is fair to give it an improved effect for other imperial units.

Also we can make other leaders and combine more auras

Re: Imperial Captain

Posted: Sun Aug 12, 2018 6:02 pm
by General Brave
What other human leaders?

Re: Imperial Captain

Posted: Sun Aug 12, 2018 9:09 pm
by Savra
What kind of bonus style did you have in mind
plus 1 to all non imperials attack and defence and +2 to all imperials attack and +1 to their defences like Imperial training.

Re: Imperial Captain

Posted: Mon Aug 13, 2018 5:23 am
by makazuwr32
NO BONUS ARMOR. Or you want 16/18 armored imperial shielder that nearly nobody would be able to kill?!

I prefer Alex's idea of +5 to imperials and +1 or +2 to all other units (we can make this affect imperials as well).

Re: Imperial Captain

Posted: Mon Aug 13, 2018 5:25 am
by General Brave
Alright what does everyone agree on.

Re: Imperial Captain

Posted: Mon Aug 13, 2018 5:31 am
by Savra
I like Alexander's idea too, I just didn't get it at first.

Re: Imperial Captain

Posted: Mon Aug 13, 2018 5:34 am
by General Brave
I like it.

Re: Imperial Captain

Posted: Mon Aug 13, 2018 9:17 am
by Ayush Tiwari
+1 to Alexander's idea

Re: Imperial Captain

Posted: Mon Aug 13, 2018 1:33 pm
by Alexander82
Thanks guys.

Anyway I think that humans should rely more on formations and morale.

The real strength of humans should be their discipline and organization that should overcome simply higher base stats.

So they can have arrow deflections that affect shielded infantry or attack bonus to pikes used in formation or a morale bonus from priests.

We might take more ideas from AoS for them (not a simple copy tough).

This way we can differentiate different races making them effective in their own way.

Now that we have 6 races it is very important to give each one a specific style

Re: Imperial Captain

Posted: Mon Aug 13, 2018 2:04 pm
by makazuwr32
Alexander82 wrote: Mon Aug 13, 2018 1:33 pm Thanks guys.

Anyway I think that humans should rely more on formations and morale.

The real strength of humans should be their discipline and organization that should overcome simply higher base stats.

So they can have arrow deflections that affect shielded infantry or attack bonus to pikes used in formation or a morale bonus from priests.

We might take more ideas from AoS for them (not a simple copy tough).

This way we can differentiate different races making them effective in their own way.

Now that we have 6 races it is very important to give each one a specific style
Than please remove shields upgrades and imperial techs.
Because as i said before many units of humans will gain astounding amounts of armor making some races absurdly weak against them in late game (elves, undeads, current dwarves so mention the least)

Re: Imperial Captain

Posted: Mon Aug 13, 2018 2:10 pm
by Alexander82
Shields upgrades are ok imho.

We can adjust some stats of specific units later if needed but they will be great for the current infantry units.

About the imperial techs we can discuss after the new units for humans will be in game.

Re: Imperial Captain

Posted: Mon Aug 13, 2018 2:13 pm
by Alexander82
About the other races I've already told you to wait after we expand them. With archers increase in minimum damage (for elves) and upgrades (for dwarves) we will change any problem.

Also I'd like to open the discussion related to damage and armor types.

Re: Imperial Captain

Posted: Mon Aug 13, 2018 2:17 pm
by makazuwr32
The reason is that with this upgrade imperial shielder will have too much armor (10/12) even without imperial techs.
Also other units of humans with shields:
Swordman (and upgrades)
Skirmisher (and upgrades)
Knight (and upgrades)
Axe thrower (and upgrades, if he will become trainable)
Templar (if he will become trainable)

As for me Knight with 7/7 armor (if we add 3rd tier it i think will get bonus armor as well) or skirmisher with 4/10 (or more after 3rd tier) is just soo much for a single unit.

Re: Imperial Captain

Posted: Mon Aug 13, 2018 2:28 pm
by Ayush Tiwari
can we make armour aura temporary?(or maybe give it armour,in exchange of something?)

Re: Imperial Captain

Posted: Mon Aug 13, 2018 2:35 pm
by Alexander82
@makazuwr32 we are making a total rework of the race to fit the new upgrades/techs logic so we can adjust stats if needed.

I'm adding a lot of stuff to other races too, so I think we can adjust everything to reach a better balance.

Re: Imperial Captain

Posted: Mon Aug 13, 2018 3:17 pm
by makazuwr32
Than let's add stuff to other races (including other things for humans) and then shield upgrades?
We need to see at least how 3rd tier and change in blacksmith upgrades will affect humans and their fights.

Re: Imperial Captain

Posted: Mon Aug 13, 2018 9:41 pm
by General Brave
So it needs a better image then accept it or what.

Re: Imperial Captain

Posted: Mon Aug 13, 2018 10:35 pm
by Alexander82
makazuwr32 wrote: Mon Aug 13, 2018 3:17 pm Than let's add stuff to other races (including other things for humans) and then shield upgrades?
We need to see at least how 3rd tier and change in blacksmith upgrades will affect humans and their fights.
@General Brave is already testing those.

I'd like to see them in the dev version so we can all test them