Race Idea: Elemental / Chaos
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Race Idea: Elemental / Chaos
OK. I dislike tons of new race ideas. But I'm going to do it anyway.
Elementals
"Unique aspect": Elemental Damage, Weirdness
Earth Track: Impact Damage, Lawful
Fire Track: Fire Damage, Chaos
Air Track: Piercing Damage, Neutral
Water Track: Cold Damage, Neutral
Leaders could be some "Sorceror" or "Conjurer" "Elemental" wiz types.
These are not real suggested names
Earth Dudes -- 1) blob, 2) lumberer, 3) Shambler
Heavy (big hitpoints), Slow (few attacks), Strong (heavy damage),
basic ground attack unit, impact attack
Fire Dudes -- 1) flame, 2) blaze , 3) inferno
Moderate speed (fast, light hitpoints), many attacks medium strength
basic range attack unit, fire damage
Air Dudes -- 1) Breeze, 2) Gale, 3) Hurricane
very fast, flies, maybe skirmisher and ambush, many attacks, weak,
equivalent of scout units, range attack, decent defense, piercing damage
Water Dudes -- 1) squirt, 2) wave, 3) tsunami
fast in water, high defense, steadfast?
equivalent of defense unit, and water unit, cold damage, closecombat
Conjurers -- 1) tall, 2) grande, 3) vente
magical attacks
You can add all sorts of branches if you like.
Add in mud-dudes for an earth-dude level 2 upgrade. Etc.
==============
Now if you don't like that idea... here's another bad one.
Chaos -- imagery stolen wholesale from Warhammer, and all the fantasy literature ever made about bad bad evil guys.
"Unique Aspects" -- start with cultists who become full demons over time
Chaos alignment, naturally.
Cultists have upgrade trees end with demons.
They start as low defense, cheap, like zombies and peasants.
But they upgrade into scarier and scarier things (as they sacrifice for the scary bad bad things out there in chaos land, etc.).
Cult of Hate (Fire)
Hate Cultist (like swordsmen, mini-beserk?)
Hate Acolyte (magical) or Executioners (close)
Acolyte--> Fire Demon (magical); executioners --> Balrog/Devil (close)
All use Fire damage -- close or magical attacks
Cult of Fear (Cold)
Fear Cultist (like archers?)
Fear Acolyte (magical) or Fear something (range)
Acolyte --> Frost Demon (magical); something --> Terror/Horror (range)
All use Cold damage -- range or magical attacks
Chaos Warriors -- Chaos Marauder -- Chaos Knight -- Demon Knight
bladed attack, Riders, heavy cavalry, high defense
Beastmen (Gnolls, Goat monster)
heavy infantry, impact
branch them as you see fit.
OK, those were my race ideas.
Elementals
"Unique aspect": Elemental Damage, Weirdness
Earth Track: Impact Damage, Lawful
Fire Track: Fire Damage, Chaos
Air Track: Piercing Damage, Neutral
Water Track: Cold Damage, Neutral
Leaders could be some "Sorceror" or "Conjurer" "Elemental" wiz types.
These are not real suggested names
Earth Dudes -- 1) blob, 2) lumberer, 3) Shambler
Heavy (big hitpoints), Slow (few attacks), Strong (heavy damage),
basic ground attack unit, impact attack
Fire Dudes -- 1) flame, 2) blaze , 3) inferno
Moderate speed (fast, light hitpoints), many attacks medium strength
basic range attack unit, fire damage
Air Dudes -- 1) Breeze, 2) Gale, 3) Hurricane
very fast, flies, maybe skirmisher and ambush, many attacks, weak,
equivalent of scout units, range attack, decent defense, piercing damage
Water Dudes -- 1) squirt, 2) wave, 3) tsunami
fast in water, high defense, steadfast?
equivalent of defense unit, and water unit, cold damage, closecombat
Conjurers -- 1) tall, 2) grande, 3) vente
magical attacks
You can add all sorts of branches if you like.
Add in mud-dudes for an earth-dude level 2 upgrade. Etc.
==============
Now if you don't like that idea... here's another bad one.
Chaos -- imagery stolen wholesale from Warhammer, and all the fantasy literature ever made about bad bad evil guys.
"Unique Aspects" -- start with cultists who become full demons over time
Chaos alignment, naturally.
Cultists have upgrade trees end with demons.
They start as low defense, cheap, like zombies and peasants.
But they upgrade into scarier and scarier things (as they sacrifice for the scary bad bad things out there in chaos land, etc.).
Cult of Hate (Fire)
Hate Cultist (like swordsmen, mini-beserk?)
Hate Acolyte (magical) or Executioners (close)
Acolyte--> Fire Demon (magical); executioners --> Balrog/Devil (close)
All use Fire damage -- close or magical attacks
Cult of Fear (Cold)
Fear Cultist (like archers?)
Fear Acolyte (magical) or Fear something (range)
Acolyte --> Frost Demon (magical); something --> Terror/Horror (range)
All use Cold damage -- range or magical attacks
Chaos Warriors -- Chaos Marauder -- Chaos Knight -- Demon Knight
bladed attack, Riders, heavy cavalry, high defense
Beastmen (Gnolls, Goat monster)
heavy infantry, impact
branch them as you see fit.
OK, those were my race ideas.
I agrea, even if I think it isn't necessary to be wanting to make v1 as quickly as it is wanted now. Version one must be the best possible. There should be more work made on it than for all the other versions.tomsik wrote:i think 0.9.2(near 1.0) ver of game isnt good moment to add new races, it will do new problems with balancing
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
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My campaign has golems and elemental creatures, because I was bored with the same old units.