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Slave-keeping

Posted: Fri Nov 22, 2019 6:26 pm
by Rotholz
Slave-keeping:
Allows capturing slaves.
Cost: 7

It was suggested before at the start of this year, but it wasn't really all that fleshed out, and I have some ideas for this unit.

Slave
HP: 4
Power: 0
Speed: 2
Sight: 3

Gets converted 100% of the time.

25% chance to turn enemy into a slave instead of killing them if you have this tech.

Slaves can make very basic wooden structures, like the sling tower as an example. They are not affected by the hardened tunic upgrade for peasants and they cannot make siege equipment.

Appearance: Just a peasant with worse clothes and small hammer. I can make this unit's texture if I get the texture of the peasant.

If this takes off you may add a slave master

HP: 10
Power: 2
Armor: 1
Armor pierce: 1
Speed: 3
Sight: 5
Any allied slave he whips gets a bonus action, but loses HP. This can just be a 'spell'
Appearance: Looks a bit similar to the slinger, but with finer clothes and a whip

Punching Bag/Cruelty/Cruel Masters:
If a friendly unit kills a slave of any faction, it gets an adrenaline rush and has 3 more power for the next 2 turns.
Cost: 6

Another tech if this gets through. I realize there will be some new coding involved, but this idea has potential I believe.

Re: Slave-keeping

Posted: Sat Nov 23, 2019 1:26 pm
by Puss_in_Boots
You can try editing the image if you want.

Re: Slave-keeping

Posted: Sun Nov 24, 2019 11:53 am
by Rotholz
I tried, but we might need to remake the sprite down the line

Re: Slave-keeping

Posted: Mon Nov 25, 2019 10:38 pm
by SirPat
that actually looks really good!! :D Nice work ;)

Re: Slave-keeping

Posted: Thu Nov 28, 2019 8:55 am
by Lynx Shafir
Here's the link for discussion we had about slaves

I prefer img in this post, hand cuffs and side wiew, but it's a bit tall..
http://www.ageofstrategy.net/viewtopic. ... ave#p79801
May merge too