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More choices on hireables.

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More choices on hireables.

Post by ChangerOfWays on Fri Oct 16, 2009 9:36 am

I've come to an idea. Why not have more hireables? You have eldar and space marines working together, and that makes sense, but then you just have orks, and ork hireables. Why not throw in some chaos hireables for orks, so you can add more dinamics to it all.
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Re: More choices on hireables.

Post by Grass Hopper on Fri Oct 16, 2009 12:24 pm

wanna come up with stats for them? Razz i know im gona add mroe, but i need some suggestions first

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Re: More choices on hireables.

Post by ChangerOfWays on Fri Oct 16, 2009 7:58 pm

well, have bezerkers for melee, chaos space marines for med range, and havocs for long range. Have the Bezerkers hit hard, and really fast, the space marines, just like extra troops, and the havocs slow but REALLY hit hard.

And why not toy with the idea for hireable tanks? They cost a hell of alot, like 7 honour, but be really strong, and can soak up alot.
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Re: More choices on hireables.

Post by Fromundaman on Sat Oct 17, 2009 1:18 am

Reminding you of the idea I had for Tau hireables:

(Can't find the post anymore, d'awww... It was the thing about the Ritual of Ta'lissera, if you remember it.)
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Re: More choices on hireables.

Post by Grass Hopper on Sat Oct 17, 2009 12:14 pm

yep i remeber Razz but what unit should it go on?

and i want to avoid simple extra troops as much as posible (dark reapers are about as close to extras as i want to get)

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Re: More choices on hireables.

Post by ChangerOfWays on Sat Oct 17, 2009 3:02 pm

but it adds such dinamic for it all, there for if a hero sucks, instead of trying to make it better, he could support the army and help lead it to victory.
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Re: More choices on hireables.

Post by Grass Hopper on Sat Oct 17, 2009 3:23 pm

yes, but i could add in your 'extra troops' hireable, or i could add in a 'space marine' hireble... their bland Razz
im ok with more hireables, but dont make them basically another ranged creep or basically another melee creep... make something special about them

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Re: More choices on hireables.

Post by Fromundaman on Sat Oct 17, 2009 3:43 pm

Give it to firewarriors, and give them a somewhat-ish high piercing damage, long range, slow attack speed, with maybe a snipe skill.

Problem with Kroots is that Banshees already do what I would have given them...

You could add Vespids too. They get a jump and a skill to do more damage to buildings (I forget what they call it in DoW). If you can, program them to try and survive by jumping out when they start taking too much damage.
(In fact, the ork side could get a similar unit as the Stormboyz (They're the ones with the jetpacks, right?) or assault chaos marines.)
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Re: More choices on hireables.

Post by Grass Hopper on Sat Oct 17, 2009 4:05 pm

ok, there we go XD

Tau firewariors:
spawncount: 2 (+1 at 5/7 honor)
hp: 300
armor 1 (+1/1/2/2)
movespeed: 300

dmg: 40-57; piercing (+4/6/8/10)
attack cd: ~2 (+5/10/15/20%)
range: 600

abilities: bonding ritual (passive: if a firewarior would be dealt a killing blow, it instead redirected to a nearby firewarior with enough hp, if there are no nearby, the unit dies)

10 honor bonus: (do firewariors have a markerlight option?) if not, a shas'ui spawns with the firewariors who has a regen aura, and a photon grenade ability that makes enemies in the target aoe miss their attacks

gogo ranged tanks XD

========================

vespid sting-wings
spawncount: 2 (+1 at 5/7 honor)

hp: 350
armor: 0 (+1/1/1/2)
movespeed: 335 (+5/10/15/20)

damage: 15-18; siege (+2/4/6/
attack cd: 0.5
range: 300

abilities: flying unit, hit and run (active; moves the vespid 300 units away from the target unit)

10 honor bonus: 10% 3x crit. (need something else here)

================

kroot
spawn count: 3 (+1 at 5/7 honor)

hp: 300
armor: 0 (+0/1/1/1)
movespeed: 320

damage: 20-23; normal (+5/7/9/11)
attack cd: 1.1
range: melee

abilities: fieldcraft (passive, 20% evasion); feral leap (the kroot jumps into combat, stunning the target)

10 honor bonus: a shaper spawns with the kroot (has a +1armor aura), and causes nearby kroot to gain +10% ias per enemy they kill


hmm... kroot and firewariors might be similar in how they affect the creep wave... but ill see

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Re: More choices on hireables.

Post by Fromundaman on Sat Oct 17, 2009 6:32 pm

This is good. We just need to flesh them out a tiny bit more (Vespid 10 honor thing and Kroots in general.).
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Re: More choices on hireables.

Post by ChangerOfWays on Sat Oct 17, 2009 8:40 pm

make Bezerkers, do a cleaving strike (aka spalsh maybe). And did we ever fully toy with the idea of perma hireables?
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Re: More choices on hireables.

Post by Grass Hopper on Sun Oct 18, 2009 1:59 am

i dont like perma hireables... unless their really really expensive... which makes them too powerful early game if their cheap enough, and too useless late when u can aford them

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Re: More choices on hireables.

Post by Fromundaman on Sun Oct 18, 2009 10:30 am

Meh, let perma hireables stay EOTA's thing I'd say.
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Re: More choices on hireables.

Post by Grass Hopper on Mon Oct 19, 2009 12:42 pm

hmmm any ideas on the vespids/kroot? Razz

also(keeping in mind i dont know alot about chaos):

Slaaneshi Noise Marines:
Spawn Count: 1 ( +1 at 5/7 honor)
hp: 350
armor: 3 (+0/1/1/2)

damage: 60-74 (piercing)
attack cd: 2 (+5/10/15/20%)
range: 650

abilities: noise weapons (passive: slows enemies hit by 10%)

10 honor bonus: a noise marine with a (blast template version of the blast master) spawns with the unit, having 300 aoe splash damage

this needs to be worked on...

======

Necron Imortals
hp: 400
armor: 5
movespeed: 300

damage: 43-47 (+3/6/9/12)
attack cooldown: 1.6
range: 500

abilities: Phase Out (once below 50% hp, imortals have a chance upon being attack to teleport to the (fountain/mainbase/outpsot))

10 honor bonus: we'll be back (passive: 45 second cooldown reincarnation)

the ranged units that cannot be killed... XD

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Re: More choices on hireables.

Post by Fromundaman on Mon Oct 19, 2009 1:05 pm

Haha, well, that is kinda the Necron theme.

We'll have to playtest for all of these, obviously, but I think they look good.

That being said, I haven't had time to look anything for them up yet Sad
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Re: More choices on hireables.

Post by Grass Hopper on Tue Oct 20, 2009 11:33 am

heh k ill post these in the dev forum

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Re: More choices on hireables.

Post by ChangerOfWays on Sun Nov 01, 2009 4:32 pm

well done on noise marines, maybe we could have demons somewhere like have plauge bearers that damage all units aorund him but hes eally slow and doesnt hit very hard.
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Re: More choices on hireables.

Post by Fromundaman on Mon Nov 02, 2009 11:05 am

Okay, here's an idea for Kroot Carnivores: Give them cannibalize so that they essentially heal between creep waves. *Maybe* make them lose feral leap to differentiate them from banshees?


For Vespids I'm having a lot more trouble... Best thing I can think of for a 10 honor bonus would be giving them "Fleet of Wing", giving them a +MS/IAS buff and halving the CD on their jump.
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Re: More choices on hireables.

Post by Grass Hopper on Mon Nov 02, 2009 12:01 pm

only the bashee exarch has the jump, and the jump itself doesnt do anything.
feral leap is available to basic kroot, and stuns the target. also, the basic abilities improve normally with honor, so buffing a regular skill with the 10 honor bonus is not something i want to do

so, for kroot, abilities:
feral leap: jumps to the target unit, stuning it for x seconds, dealing x damage.
Canabalize: each kill gives heals the kroot by 10% of killed units max hp (~30-50 depending on the creep, more for heroes)

10 honor bonus: Shaper spawns with the wave, having the 'Shape Evolution' skill, giving +x armor to nearby creeps, and kroot gain an increased hp equal to 10% of their vicitimes max hp, and +15% ias.

vespids:
winged: vespides are flying units
hit and run: the vespid moves x units away from the target unit.

10 honor bonus:
(i want to keep the critical...)
fleet of wing: gains +50% ias, and +15% ms

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Re: More choices on hireables.

Post by Fromundaman on Mon Nov 02, 2009 1:04 pm

Oh, I thought you *didn't* want the crit. Nevermind then.

Also, the normal ones don't have the leap? Are you sure? I could have sworn they did after a certain honor amount, though I could be wrong. I don't get them very often TBH (The other 2 are so much better after all Razz ).

That looks good then.
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Re: More choices on hireables.

Post by Grass Hopper on Mon Nov 02, 2009 3:05 pm

yeah, jsut the exarch has it Razz (my idea is to make the exarch jump in ahead of the wave, and stun all the creeps for the rest of the wave XD)
and banshees are more the disruptors than anything, slowing the enemy wave making them unable to fight properly

and vespids: oh, i thought that just the crit was lame and nto very fitting as a 10 honor bonus Razz

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Re: More choices on hireables.

Post by 13loodRaven on Mon Nov 02, 2009 6:14 pm

I dont think we really have to worry about infantry, get in hireable vehics, and for alot of gold and honour, a Predator Annihlator/squiggoth?

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Re: More choices on hireables.

Post by Fromundaman on Tue Nov 03, 2009 11:32 am

I think that is also a good idea, and was thinking about adding Basilisk artillery, but hadn't figured out all the details yet.
(10 honor bonus of Earthshaker Cannon ability, which is essentially a long ranged AoE move that does a LOT of damage. Normally has a long ranged attack (seige weapon after all... Say 1200?), and attack/armor/HP increases per armor (only one per spawn no matter your honor.)?)

A squiggoth would be sweet too.
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Re: More choices on hireables.

Post by Grass Hopper on Tue Nov 03, 2009 1:13 pm

squig is too big for a hireable... he would be closer to a titan than a hireable...
and other than that, looks good from Very Happy

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Re: More choices on hireables.

Post by Fromundaman on Tue Nov 03, 2009 2:14 pm

True, but a Squig isn't considered an Ork Titan, so I wasn't sure where to put it.
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Re: More choices on hireables.

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