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Bandit
Posted: Mon Nov 02, 2020 12:56 pm
by StormSaint373
A swordsman who can poison enemies, especially dangerous in groups
Cost: 3
Hp: 16
Att: 9 (poison on hit)
Armor: 0/0
Vision: 4
SR: 0
Action/Turn: 1
Categories: Light infantry melee, poisoner
Bonuses: 100% vs buildings, 200%vs fortified buildings, 50% vs healers
Re: Bandit
Posted: Mon Nov 02, 2020 3:30 pm
by Badnorth
Bonuses imo should be anti-infantry for uniqueness.
It could be an anti-infantry and a poisoning unit at the same time.
With that stats, I suggest -
50% Archers
75% Medium foot melee
90% Light foot melee
100% Siege machine
Re: Bandit
Posted: Mon Nov 02, 2020 3:33 pm
by Badnorth
Img can be a half naked bearded guy that is covered with tattoos and holding a dagger that has a slimey green tip.
Re: Bandit
Posted: Mon Nov 02, 2020 6:03 pm
by DreJaDe
They are bandits but they are harder to train than a normal swordsman?
Kinda wrong.
Re: Bandit
Posted: Mon Nov 02, 2020 7:25 pm
by Badnorth
DreJaDe wrote: ↑Mon Nov 02, 2020 6:03 pm
They are bandits but they are harder to train than a normal swordsman?
Kinda wrong.
Good point.
Re: Bandit
Posted: Tue Nov 03, 2020 4:42 am
by Hyuhjhih
Re: Bandit
Posted: Tue Nov 03, 2020 4:45 am
by Hyuhjhih
But BANDITS, the name should be changed to a more appropriate one i think.
Re: Bandit
Posted: Tue Nov 03, 2020 4:55 am
by Hyuhjhih
Re: Bandit
Posted: Tue Nov 03, 2020 4:57 am
by Hyuhjhih
StormSaint373 wrote: ↑Mon Nov 02, 2020 12:56 pm
A swordsman who can poison enemies, especially dangerous in groups
Cost: 3
Hp: 16
Att: 9 (poison on hit)
Armor: 0/0
Vision: 4
SR: 0
Action/Turn: 1
Categories: Light infantry melee, poisoner
Bonuses: 100% vs buildings, 200%vs fortified buildings, 50% vs healers
Speed 3
Re: Bandit
Posted: Tue Nov 03, 2020 5:53 am
by Badnorth
Bandits were robbers, lives by means of smuggling and robbery.
Well, I like the original concept but it could Improve more.
The bandit stats are too plain imo but they are more powerful in numbers, so they could have this stats:
Cost: 2
Hp: 13
Atk: 9
Armor: 0\0
Sight: 4
SPD: 3
Ability:
Poison blades (Doesn't consume actions)
+ Poison attack for 1 turn
+ CD: 2
Bonuses:
25% Archers
50% Melee foot
Compared to other 2 turn melee infantry units this bandit focuses on dealing high amounts of DMG to a single target, compared to Gaelic fighter which is the closest comparison this unit has weaker speed, slightly lower bonuses, poison ability, lower attack and lower hp (when Gaelic fighter has tattoos).
Re: Bandit
Posted: Tue Nov 03, 2020 6:28 am
by Badnorth
Bandit.

Re: Bandit
Posted: Tue Nov 03, 2020 9:13 am
by Badnorth
Quickly changed the stance.

Re: Bandit
Posted: Tue Nov 03, 2020 10:54 am
by DreJaDe
Would they really be employed though? Or are they a map editor unit.
I don't see bandit getting hired by a country
Well, maybe some dark organization...
Re: Bandit
Posted: Tue Nov 03, 2020 3:11 pm
by Badnorth
They probably can be hired by some military officers or some organization leaders to do some dirty work..
Re: Bandit
Posted: Wed Nov 04, 2020 3:48 am
by Hyuhjhih
But shouldn't bandits be stealthy? And also buildables should be TC and Barracks
The stance could have a poisoned blades, a little green tinted.
Re: Bandit
Posted: Wed Nov 04, 2020 3:49 am
by Hyuhjhih
But a stealthy one should be op at cost 2
Re: Bandit
Posted: Wed Nov 04, 2020 4:28 am
by Badnorth
Hyuhjhih wrote: ↑Wed Nov 04, 2020 3:48 am
But shouldn't bandits be stealthy? And also buildables should be TC and Barracks
The stance could have a poisoned blades, a little green tinted.
I based fhe looks of the bandit to the stats.
The ability to have poison blades.
Re: Bandit
Posted: Wed Nov 04, 2020 5:00 am
by Badnorth
Hyuhjhih wrote: ↑Wed Nov 04, 2020 3:49 am
But a stealthy one should be op at cost 2
Definitely. Or bandit could be a 2 turn improved spy.
Is stealth really needed? I mean, the original concept made by stormsaint is a unit that are more powerful In numbers. I like that. So I reworked the stats to be a 2 turn melee poisoning unit, that are powerful in numbers. Imagine surrounding a hoplite with 3 or 4 bandits with my stats.
Re: Bandit
Posted: Wed Nov 04, 2020 5:03 am
by Badnorth
Endru1241, is it possible to add a different image upon activation of the ability? I plan to add a poisoned edge upon the daggers of bandit upon activating the ability.
Re: Bandit
Posted: Wed Nov 04, 2020 5:20 am
by DreJaDe
Hmm. What if it had a stat of a normal peasant that can has 1 hit type hp and has a poison in it.
They would have a tech called underground support (or banditry) which would enable them to be trained in 1 turn maybe on special barracks or just the tc.
This way they won't be OP as heck but can still cause problem. This wouldn't be able to stand with a normal swordsman but is enough to 2 hit a spearman.
Re: Bandit
Posted: Thu Nov 05, 2020 4:26 am
by Hyuhjhih
QuadrupoleStrat wrote: ↑Wed Nov 04, 2020 5:00 am
Hyuhjhih wrote: ↑Wed Nov 04, 2020 3:49 am
But a stealthy one should be op at cost 2
Definitely. Or bandit could be a 2 turn improved spy.
Is stealth really needed? I mean, the original concept made by stormsaint is a unit that are more powerful In numbers. I like that. So I reworked the stats to be a 2 turn melee poisoning unit, that are powerful in numbers. Imagine surrounding a hoplite with 3 or 4 bandits with my stats.
Thays why i suggested a new name,
QuadrupoleStrat wrote: ↑Wed Nov 04, 2020 5:03 am
Endru1241, is it possible to add a different image upon activation of the ability? I plan to add a poisoned edge upon the daggers of bandit upon activating the ability.
Yes a new transformation image or a small Sprite sheet or GIF could work well
Re: Bandit
Posted: Thu Nov 05, 2020 5:37 am
by Badnorth
DreJaDe wrote: ↑Wed Nov 04, 2020 5:20 am
Hmm. What if it had a stat of a normal peasant that can has 1 hit type hp and has a poison in it.
They would have a tech called underground support (or banditry) which would enable them to be trained in 1 turn maybe on special barracks or just the tc.
This way they won't be OP as heck but can still cause problem. This wouldn't be able to stand with a normal swordsman but is enough to 2 hit a spearman.
I like the peasant suggestion. Also the banditry tech.
But I prefer to make banditry a tech to allow the produce of e.g. Brigand, Bandit boss, Rogue knight, and a Bandit related factory. But the 1 turn bandit unit is also cool.
Hyuhjhih wrote: ↑Thu Nov 05, 2020 4:26 am
Thays why i suggested a new name,
Examples?
Re: Bandit
Posted: Thu Nov 05, 2020 5:45 am
by Badnorth
Bandit poison
Re: Bandit
Posted: Thu Nov 05, 2020 5:51 pm
by SirPat
How about........
He'll be a mercenary that have a weapon effect called "stealing": whenever he kills he gets 3-5(maybe random) payment to his leaving effect. Then he have an ability called "supply payments" that empowers a money couriers pay mercenary ability based on the amount of leaving the bandit had. So if a 11 leaving bandit supply payments to a money courier, its ability will give: X + 11 turns of leaving to the mercenary itll pay.
Or
He have a weapon effect that resets his ability cooldown whenever he kills and his ability is to summon a money courier with a cd of 999 turns.
So the idea is whenever he kills he can summon 1 money courier if possible maybe each kill resets 1 ability only and he would have 2-3 abilities of summon money courier.
Wish this is possible.
The idea is youll have to bring them to battle as an early source of money couriers to fund a mercenary army...
I was thinking of maybe making money couriers a castle thing only to balance merc rush.
Stats: as proposed by you guys. A cheap unit with poison. Great for killing but has low health. He'll be used as an early game unit for funding the mercenary bands. You'll have to kill then transport the money couriers back to the base instead of the hard way which is starting multiple mines to fund mercenaries.
For balancing reasons I would like to make the money courier a castle only unit making him the cheapest way to get mercenary funds but youll have build a castle first. Was the condotierro bug fixed? The bug that makes him to pay himself.
Okie ill be offline for a few days or hours again cause tomorrow is my day 2 of my exam hehe goodluck to me.