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Author Topic: New Enemy Ideas  (Read 161977 times)

Zhampir

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Re: New Enemy Ideas
« Reply #375 on: July 10, 2010, 09:41:27 PM »

A shortsword and dagger combo is rather good.
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SmartyPants

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Re: New Enemy Ideas
« Reply #376 on: July 10, 2010, 10:36:31 PM »

Where in history(or fiction) has anyone used both a dagger and a sword at the same time? No where, because a sword's range would make the dagger a hinder.  Give the pirate a dagger or a cutlass; not both.

Zackirus

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Re: New Enemy Ideas
« Reply #377 on: July 11, 2010, 12:19:34 AM »

Does it matter if no one has used both at the same time, it shows that the game is creative and shows something that has never been done before. Besides the pirate is always going to be one square away from the person he is attacking. Range doesn't matter a thing as they both have the same range (In the Telepath Games).
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Zhampir

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Re: New Enemy Ideas
« Reply #378 on: July 11, 2010, 01:58:11 AM »

shortsword
means it's not as long (and therefor not as heavy) as a full sword. The dagger comes in use for parrying. While you block the main attack you swing around with the dagger.
Though I find shield bashing much more useful.
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KZ

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Re: New Enemy Ideas
« Reply #379 on: July 11, 2010, 05:40:46 AM »

On the pirate argument, methinks im2msart4u has a fair point, though we don't actually see (since Pirate Pete didn't have a weapon) what weapons in Cera Bella do pirates use. And yet, the pirate and the assassin are two very different things- the latter is a highly skilled killer, whilst the former came from all over the place, often from those who could not compete on the official and legal labour market and had different issues. Thus not many of them were likely to be skilled with the sword or any other weapon, hence sticking to melee might be a good idea here (and less work for Craig, which is always good, as it makes it more likely to be implemented in).
I don't mind seeing the pirates this much, but what plot elements can revolve around them?
(Docks in Ravinale, Lake Alto?)

For Oris, having only one enemy with far reach won't take away the strategic element, especially since, if you think about it, it reflects much better on the real world situation- when one country had conventional armies and another had ICBMs, we have the equivalent of "other enemy units" and "Oris". Furthermore, this will require thought on the part of the player on how to initially position one's troops as to esnure that, if Oris attacks a teammate, an Oris will be dealt with on the very next turn, or that the teammate can get help/escape (think of Malis going into an obstacle-protected space, of Luca Juxtaposing Oris/teammate). Also, this evens out the playing field a bit more- after all, the player has teammates like Arman, who cover 3 times as much ground as any of the enemies, save the Ravinale Assassin. I think it's a good idea to have a potential threat from afar, and getting the player to try and deal with it. Also adds extra difficulty with keeping wounded players alive (hence, more strategic thinking in terms of keeping teammates close to healing units).  This also adds incentive for Craig to give Set Recover and Malis Feedback, in order to have more self-sustaining units on the map.
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Zackirus

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Re: New Enemy Ideas
« Reply #380 on: July 11, 2010, 09:16:23 AM »

On the pirate argument, methinks im2msart4u has a fair point, though we don't actually see (since Pirate Pete didn't have a weapon) what weapons in Cera Bella do pirates use. And yet, the pirate and the assassin are two very different things- the latter is a highly skilled killer, whilst the former came from all over the place, often from those who could not compete on the official and legal labour market and had different issues. Thus not many of them were likely to be skilled with the sword or any other weapon, hence sticking to melee might be a good idea here (and less work for Craig, which is always good, as it makes it more likely to be implemented in).
I don't mind seeing the pirates this much, but what plot elements can revolve around them?
(Docks in Ravinale, Lake Alto?)

If we just give the pirate a cutlass/shortsword then what does a pirate become another melee unit only to be used in certain situations. Adding the dagger gives the pirate options within battlefield that gives it its own personality, thus greating a new unit. Why give a rehash of what what people have seen before.

I'm sure now that the Shadowlings aren't miltaristic any more many of them would have built bases in Lake Alto and plunder passing merhcant ships. Although it depends though, if Cera Bella is trading then who are they trading with, this leaves the option that not only they are trading within themselves but their are more contients out their...
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SmartyPants

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Re: New Enemy Ideas
« Reply #381 on: July 11, 2010, 04:30:28 PM »

If we just give the pirate a cutlass/shortsword then what does a pirate become another melee unit only to be used in certain situations. Adding the dagger gives the pirate options within battlefield that gives it its own personality, thus greating a new unit. Why give a rehash of what what people have seen before.
Every human faction (The Mechanics, Psy Academy, Bandits, Ravinale Guard, est.) has their own melee-focused swordsman.  What makes pirates so special where their swordsmen have stab in addition to melee?  Only assassins can use stab because only they have the skills to pinpoint and strike their enemies in their weakspots, so extra damage can be given to the enemy's side or back.  Plus, a pirate doesn't have the type of skills to simultaneously use both assassin and swordsmen attacks.

Quote from: Alternatives
Pirate Cutlass- they have red bandanas on their heads and cutlass in their right hand.
Health: 26
Speed: 3
Attacks: Melee (Range: 1, Damage: 8 )

Pirate Knife Thrower- they have blue bandanas on their heads and a dagger in the right hand.
Health: 18
Speed: 2
Attacks: Fling (Range: 2, Damage: 10)
Counter-attack: Fling (Range: 2, Damage: 10)

Pirate Captain- The Captain has the same hat as Pirate Pete and has two cutlasses; one for each hand.
Health: 80
Speed: 3
Attacks: Melee (Range: 1, Damage, 8 ), Twin Slash (Range: rightward and leftward arc, Damage: 12)
Counter-attack: Melee (Range: 1, Damage: 8 )

Zackirus

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Re: New Enemy Ideas
« Reply #382 on: July 13, 2010, 02:28:26 PM »

Okay Then, which idea does everyone like better?

Pirate Cutlass (1)
Health: 26
Speed: 3
Attacks: Melee (Range: 1, Damage: 8 )

Pirate Cutlass (2)
Health: 36
Speed: 3
Attacks Melee (Range: 1, Damage: 12) Stab (Range: 1, Damage Front: 8, Damage Side: 12, Damage Back: 16)
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MikeW781

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Re: New Enemy Ideas
« Reply #383 on: July 13, 2010, 02:31:44 PM »

We could have a pirate assassin, and a pirate fighter. The assassin would be like the 2nd one, with knife instead of melee and less health
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Zackirus

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Re: New Enemy Ideas
« Reply #384 on: July 13, 2010, 02:40:00 PM »

So your saying:

Pirate Cutlass

Health: 26
Speed: 3
Attacks: Melee (Range: 1, Damage: 10)
Counter-Attack: Melee (Range: 1, Damage: 10)

Pirate Stilettoer (http://en.wikipedia.org/wiki/Stiletto)

Health: 20
Speed: 4
Attacks: Stab (Range: 1, Damage Front: 8, Damage Side: 12, Damage Back: 16)

It Could work but what does everyone else think?

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SmartyPants

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Re: New Enemy Ideas
« Reply #385 on: July 13, 2010, 04:09:26 PM »

We could have a pirate assassin, and a pirate fighter. The assassin would be like the 2nd one, with knife instead of melee and less health
Pirates are not assassins.  Why would ship to ship combat need assassins when there isn't any room for stealth or speed?  If there are two pirates, then it should be one less powerful and the other more powerful like Mechanic Swordman and Mechanic Captain.

Duskling

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Re: New Enemy Ideas
« Reply #386 on: July 15, 2010, 08:00:56 AM »

Yes, that's a good point, but, instead of an assassin, it could be a pirate sabotuer, as in, sometimes pirates send sabotuers to weaken them, but the enemy itslef will work like a sentry.

Now for an enemy idea, I propose a ninja-ish character, to balance out the pirate if the sabotuer gets rejected (to put it in simpler terms: the pirate and this ninja character are enemies and will be next to equal if the pirate sabotuer gets rejected).

(Unnamed as of yet)

Health: 20
Speed: 3-7 (depending on how fast Craig can do it and how the other forum goers review it)
Attacks: Melee (Range: 1, Damage: 8 ) Stab (Range: 1, Damage: 11)
Counterattack: None


These characters could be involved in a side quest started by pirates, but when you can destroy them, you have a choice: eradicate them, or join them and destroy the pirates. Good idea? Bad idea? Undecided?
« Last Edit: July 15, 2010, 08:19:47 AM by Duskling »
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Barzul

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Re: New Enemy Ideas
« Reply #387 on: July 15, 2010, 09:46:28 AM »

Pirates and ninjas? We may as well finish off the cycle and add in a Chuck Norris cameo. Sorry, but I mean don't you think its a little put-a-fork-in-it done by now?
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Duskling

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Re: New Enemy Ideas
« Reply #388 on: July 15, 2010, 09:52:51 AM »

I don't know how to answer to that... but I still think it's a good idea, the game could use a few more assassins, what with all the brawny golems and average Mechanics or the Guards, I think that there shouldn't only be one kind of assassin.
« Last Edit: July 15, 2010, 10:50:46 AM by Duskling »
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Zackirus

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Re: New Enemy Ideas
« Reply #389 on: July 15, 2010, 02:09:25 PM »

Pirates and ninjas? We may as well finish off the cycle and add in a Chuck Norris cameo. Sorry, but I mean don't you think its a little put-a-fork-in-it done by now?

What I think he means by that the story would now be too chiclé. Besides, the are already 3 assasian type units pending: The Shadowling Assasin and Spriggat Assasin and Psy Assasin.
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