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Ram Crusher (Implemented)

Posted: Wed Oct 10, 2018 7:44 pm
by Tankhead
Cost - 6 turns, trainable at tc, siege workshop (if implemented), can be constructed by any dwarven workers.
Dwarven battering ram.png
Hp - 120
Attack - 10
Range - 1
Armor - 4/180 (nearly same as normal ram of humans has but with better normal armor)
Speed - 2
Sight - 4
Carry capacity - 3 (units inside can't perform any actions)
Spell resistance - 100%
700% bonus to buildings, towers, walls, 2500% bonus to mega buildings. (Same as normal human ram's ones).
Construction rate: -30% (with this rate it can be constructed by normal dwarven workers for 18 actions)
Mend rate: -30%

Can be transported by wagons and zeppelin carriers.

Re: Ram Crusher

Posted: Wed Oct 10, 2018 7:45 pm
by Tankhead
And NO maka
This doesn't require gnomes to make this
If humans can make this so can dwarfs

Re: Ram Crusher

Posted: Wed Oct 10, 2018 7:58 pm
by StormSaint373
Stats

Cost: 8
Hp: 150
Attack: 10
Range: 1
Armor: 7
Pierce: 9
Speed: 2
Vision: 2
Action/turn: 1
Spell Resistance: 100%
Carry Capacity: 4 (units may perform actions within confines of the ram, casting, buffing, shooting, etc)

Qualities: buildable, Flammable, immune to poison

Bonuses: vs buildings 500% Castles 1000%
Baseline: can be revised.

Re: Ram Crusher

Posted: Wed Oct 10, 2018 8:37 pm
by Tankhead
Now lets think on this
4 capacity and units inside can perform actions
Imagine riflemen or archers getting protected by this thing.
7/9 armor and 150 Hp with 4 capacity
Id say remove units attacking from inside

Re: Ram Crusher

Posted: Wed Oct 10, 2018 8:41 pm
by StormSaint373
Wait! you said that the dwarves should get better that humans in this regard...

1. Speed is 2
2. If ram is destroyed, 3 units die in wreck
3. Maybe a "buttoned up" mode, no move but allows actions from within ram.

Re: Ram Crusher

Posted: Wed Oct 10, 2018 8:55 pm
by StormSaint373
Also note, Rams, including this one, are vulnerable to cavalry, fire and Artillery.

Re: Ram Crusher

Posted: Wed Oct 10, 2018 8:58 pm
by Tankhead
I did say better but 7/9 armor with 150 Hp and 4 unit capacity WITH units attacking inside is alot
And dwarf builders are the best so I can easily see this being indestructible or super hard to take down if you brought builders to back up this siege

Re: Ram Crusher

Posted: Wed Oct 10, 2018 9:07 pm
by StormSaint373
And true strategists are needed to rip this ram apart :D

But there are numerous ways of easily dispatching the Ram.

Cav, Giants, focused fire via archers, curse, kill the builders, infantry bog, etc.

Re: Ram Crusher

Posted: Wed Oct 10, 2018 10:24 pm
by Tankhead
Depending on what units are inside all those troops are easily counterable

What about instead of troops attacking inside, instead can shoot a cannonball

It would be like ghost ship cannon ball ( of course with cooldown and all )

Re: Ram Crusher

Posted: Thu Oct 11, 2018 5:05 am
by makazuwr32
Definately no for attacking from inside.

In general i like this idea.

As for stats:
1. Too high hp and normal armor. It must be lowered.
2. Too high carry capacity. They must be transportable by wagons and i think it is not so good idea to give dwarves ability to transport via 1 wagon 15 (!!) units (3 battering rams and 12 units inside them).
3. Definately no for attack from inside especially if it is transportable by wagons because you can get one wagon with 12 units who can attack from one space.
4. No suggested construction bonus.

I suggest next stats:
Cost - 6 turns, trainable at tc, siege workshop (if implemented), can be constructed by any dwarven workers.
Hp - 120
Attack - 10
Range - 1
Armor - 4/180 (nearly same as normal ram of humans has but with better normal armor)
Speed - 2
Sight - 4
Carry capacity - 3 (units inside can't perform any actions)
Spell resistance - 100%
700% bonus to buildings, towers, walls, 2500% bonus to mega buildings. (Same as normal human ram's ones).
Construction rate: -30% (with this rate it can be constructed by normal dwarven workers for 18 actions)
Mend rate: -30%

Can be transported by wagons and zeppelin carriers.

Re: Ram Crusher

Posted: Thu Oct 11, 2018 5:10 am
by Savra
You know, if siege workshop doesn't get added we could just put these in the dwarven craftsmen areas.

Re: Ram Crusher

Posted: Thu Oct 11, 2018 5:30 am
by makazuwr32
Actually good idea for this exact unit but i don't know where to put their mortar and cannoneer.
Apart from their kingdom.

Re: Ram Crusher

Posted: Thu Oct 11, 2018 5:32 am
by Tankhead
Can you compare this with human battering Ram

Re: Ram Crusher

Posted: Thu Oct 11, 2018 5:34 am
by Savra
Mortar could probably be in the craftsmen area or shooting range (people bring all kinds of guns at the shooting range.) Cannoneer would probably be similar.

Re: Ram Crusher

Posted: Thu Oct 11, 2018 5:38 am
by makazuwr32
Human ram:
5 turn cost, trainable at tc, can be constructed by workers
Hp - 100
Attack - 5
Armor - 0/180
Speed - 2
Sight - 4
Spell resist - 100%
Carry capacity - 2 (units can't perform actions from inside)
700% bonus to buildings, towers, walls, 2500% bonus to mega buildings.
Construction rate: 0% (they construct their ram for 11 actions without ambidextria and for 8 with it but they can't increase construction speed via double strike onto their workers)
Mend rate: -30%
Can be carried via wagons.
makazuwr32 wrote: Thu Oct 11, 2018 5:05 am Dwarven ram:
Cost - 6 turns, trainable at tc, siege workshop (if implemented), can be constructed by any dwarven workers.
Hp - 120
Attack - 10
Range - 1
Armor - 4/180 (nearly same as normal ram of humans has but with better normal armor)
Speed - 2
Sight - 4
Carry capacity - 3 (units inside can't perform any actions)
Spell resistance - 100%
700% bonus to buildings, towers, walls, 2500% bonus to mega buildings. (Same as normal human ram's ones).
Construction rate: -30% (with this rate it can be constructed by normal dwarven workers for 18 actions)
Mend rate: -30%

Can be transported by wagons and zeppelin carriers.

Re: Ram Crusher

Posted: Thu Oct 11, 2018 5:50 am
by Tankhead
18 turns for a worker to build it??
Would rather produce it then waste that many turns

Re: Ram Crusher

Posted: Thu Oct 11, 2018 7:00 am
by makazuwr32
Not turns. Actions.

Dwarven worker has 2 actions.
If under double strike buff 3 actions. One worker under constant double strike can build this for 6 turns. 3 workers under constant double strike buff (and on open place one alchemist can easily support 3 workers constantly with double strike) can construct for 2 turns.
Also if you will use not workers but engeneers than double construction speed (they have 20 mend rate). If to be more correct than dwarven engeneer solo need 10 actions (AGAIN. ACTIONS, NOT TURNS!) to fully produce one that ram. Under buff of double strike he can produce it in 4 turns (finish construction and begin new one).

Humans need for same speed 4 workers and ambidextria research.

Re: Ram Crusher

Posted: Thu Oct 11, 2018 7:15 am
by Tankhead
Ah ok
This will be a perfect shelter from archers

Re: Ram Crusher

Posted: Mon Oct 29, 2018 6:47 am
by Tankhead
Needs image and it'll be complete

Re: Ram Crusher

Posted: Mon Oct 29, 2018 2:50 pm
by Savra
Ok.

Re: Ram Crusher

Posted: Wed Oct 31, 2018 2:32 am
by Savra
Speaking of siege and before I forget this.

Re: Ram Crusher

Posted: Wed Oct 31, 2018 2:33 am
by Savra
Ready. @Tankhead plz update first post.

Re: Ram Crusher

Posted: Wed Oct 31, 2018 3:25 am
by Tankhead
Updated

Re: Ram Crusher (Implemented)

Posted: Fri Aug 06, 2021 12:17 pm
by makazuwr32
Archived.