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View Full Version : Suggest any of your ideas for a third empire! Even if it MIGHT not happen...



petmuju
10-27-2012, 08:41 AM
Post any ideas for your empire even if it may take years to make or maybe won't happen at all... But if it happen, Jay may get some ideas from this thread.
You can also suggest just the units. :D

_______________________________________________

Here's my idea for an empire called 'Disorder' or maybe Republic or Rejects...

Mining:
Classic Miner 2 population
150 gold
Mines the stick war 1 way. Builds traps that splash enough to kill a spearton. Can't reach flying units.

----------------------------------------------------------

Melee:
Canite 1 population
150 gold 20 mana
Dogs that increases power in packs but weaker and slower than dashinite in single combat

Dashinite 1 population
120 gold 10 mana
Rejected fast moving unit with sparkles as it moves.

Tankerite 2 population
400gold 100 mana
Blessed obsidian armour and giant obsidian shield. Less attack than spearton and more defense than spearton or Juggerknight.

-------------------------------------------------------------

Ranged:
Keeper 2 population
200 gold 30 mana
Stays only near statues. Throws blessed spears at enemies. Weaker than Archidons but longer range.

Crossolite 3 population
350 gold 50 mana
Faster and harder shots than Archidons. Shoots magical sparkly arrows. Ground unit

Wingadon 5 population
400 gold 300 mana
Air unit. Shoots magical sparkly arrows. Little bit stronger than eclipsor.

-------------------------------------------------------------------

Magic:
Arcanite 6 population
450 gold 550 mana
An upgraded stick war 1 Magikill and the leader of Disorder. Has the ability to summon mini canites and dashinites(will be explained in abilities and technologies)

Bufferite 3 population
250 gold 350 mana
Increases speed, defense and attack of nearby units by 5%. Cannot heal but can cure when researched.

---------------------------------------------------------------------

Support:
Giant 8 population
1350 gold 200 mana
Uses swords and shield. Same attack as Giant but with more defense. This giant is more intelligent.

-----------------------------------------------------

Abilities and technologies:
Treasury: Gold income
Miner trap: trap is not visible to enemies.
Miner hustle
Tower spawn: Spawns tankerite at level 1. Spawns Giant and level 2

Spellroom: Arcanite summon: Summons 1 mini canite at level 1. Summons 2 mini canites at level 2. Summons 2 mini canites and 1 mini dashinite.
Bufferite cure: Cures poison.

Giant training room: Giants growth lvl 1 and 2.

Archery range: Crossolite poison arrows
Wingadon arrow splash arrow
Keeper range increase

Training hall: Dashinite rage: Move faster and increased strength. Defense and health lowered.
Tankarite shield charge: Charges like Juggerknight but less damage.

This empire focus more on mana. There also isn't a natural heal.
And for the story:
Some of these units used to be in Order. Some of them were rejected for being weak. Some just left on their own because Order was corrupt in the first stick war. Those who were rejected: Dashinites, Wingadon, Keeper, Crossolites and some old miners wanted revenge. (Crossolites were rejected for not having wings) While the people who left were giants and Magikills. Magikills trained into two types of units: The Arcanites and Bufferites. Arcanites created dog-like units called canites named after them. they learnt to summon smaller versions of them. Bufferite learnt another skill of buffing and curing. Bufferite created and blessed armour and weapons for the army. The rejected units shall get their revenge!

(some of the rejects were really rejected(not the wingadon(changed name) or crossolites(newly planned)) for stick war 2.

MrSticky
10-27-2012, 09:14 AM
I can see a third empire happening in the future if they really wanted to make more money.

Miner

Cost: 150 Mana: None

The miner mines and prays.

Knights
A unit that is pretty much equal to a Swordswrath. Difference is that, like in Stick War 1, Knights can throw the spear their holding and pull out a normal sword. Knights have 25% less HP then Swordswrath do.

Cost: 200 Mana: None

Warrior

Cost: 500 Mana: 50

The warrior holds two swords and doubles the damage a spearton does. Sadly, without armor it has half the HP a Spearton has. Great for rushing/charging

Bowman

The bowman does the damage of a Castle Archer but has crappy range and health.

Cost: 500 Mana: 50

Wizard
Skill 1: Just in Stick War 1, Wizard's can summon weak minions to attack.
Skill 2: Wizard's can teleport
Skll 3: Same explosion as Magikill.

Wizard's are slow just like Magikills.

Cost: 600 Mana: 500

Cleric
Like a monk, but now focuses only on healing and buffs but sadly has bad HP.

Skill 1: Heal (25% more then a regular monk does)
Skill 2: Makes all units have 10% higher defense
Skill 3: Makes all units have 10% higher speed.
Skill 4: Makes all units have 10% higher attack


i'll do the rest later.

Illusionist
Summons illusions at will. It summons traps and illusions
Skill 1: Summons a replica of himself and fools people to attack it.
Skill 2: Places a Land mine somewhere in the map, and when enemies go over it they go boom.

Cost: 450 Mana: 200

Wild Archer
Based off of Maplestory, Wild Archers can shoot arrows while riding a horse. Good speed, good damage, good overall unit.

The Miserable Giant
The chaos or order won't accept him so he goes here. The miserable giant does not throw rocks or attack with a weapon he casts magic! Powerful magic.

petmuju
10-27-2012, 09:51 AM
I can see a third empire happening in the future if they really wanted to make more money.

Miner

Cost: 150 Mana: None

The miner mines and prays.

Knights
A unit that is pretty much equal to a Swordswrath. Difference is that, like in Stick War 1, Knights can throw the spear their holding and pull out a normal sword. Knights have 25% less HP then Swordswrath do.

Cost: 200 Mana: None

Warrior

Cost: 500 Mana: 50

The warrior holds two swords and doubles the damage a spearton does. Sadly, without armor it has half the HP a Spearton has. Great for rushing/charging

Bowman

The bowman does the damage of a Castle Archer but has crappy range and health.

Cost: 500 Mana: 50

Wizard
Skill 1: Just in Stick War 1, Wizard's can summon weak minions to attack.
Skill 2: Wizard's can teleport
Skll 3: Same explosion as Magikill.

Wizard's are slow just like Magikills.

Cost: 600 Mana: 500

Cleric
Like a monk, but now focuses only on healing and buffs but sadly has bad HP.

Skill 1: Heal (25% more then a regular monk does)
Skill 2: Makes all units have 10% higher defense
Skill 3: Makes all units have 10% higher speed.
Skill 4: Makes all units have 10% higher attack


i'll do the rest later.

Illusionist
Summons illusions at will. It summons traps and illusions
Skill 1: Summons a replica of himself and fools people to attack it.
Skill 2: Places a Land mine somewhere in the map, and when enemies go over it they go boom.

Cost: 450 Mana: 200

Wild Archer
Based off of Maplestory, Wild Archers can shoot arrows while riding a horse. Good speed, good damage, good overall unit.

The Miserable Giant
The chaos or order won't accept him so he goes here. The miserable giant does not throw rocks or attack with a weapon he casts magic! Powerful magic.

I like the idea of warrior, Illusionist, Wizard, knight, bowman, cleric, wild archer and Miserable giant.
All for short. XD They are not too overpowered. Good job! :D
So the miserable giant causes water magic? Magical healing tears and water blasts! :D

But it will be sad if the 3rd empire costs money...

Luzoto
10-27-2012, 12:26 PM
I have no idea how willing anyone is to go very far from the theme of the game, but heck, here's my MODERN army!
All of these units are pretty powerful, but their main weakness is magic. In fact, the mere presence of magic in the world of Order has caused once-lethal firearms to lose their strength (also the reason why it takes a freaking 6 stabs to kill someone here...). The foot soldiers have very little defense, but armored units and other robotics are much better at tanking.

Morale Bar
A bar only the modern army possesses. Morale starts off at five out of ten, or normal damage. At lowest, troops will deal 2/3rd the normal damage. At highest, they'll deal an extra 33% damage.
A death drops the bar by one unit.
Natural soldiers killed (swordswrath, spearton, archidon, magikill, canites, other humans) will increase the bar by 1/8th.
Un-natural soldiers (crawlers, skeleton mages, etc.) will increase the bar by one fourth. Giants will increase the bar by a whole unit.
Miners killed will reduce the bar by one-fourth.
Seeing a large enemy army reduces the bar by 1/4th.
Building tanks and helicopters increases the bar by a unit.

Back-line soldier
These guys install drills and other equipment around their mines (which takes time), so they have the strength of a swordswrath with batons. However, the drills can break down over time and have to be repaired. Their defense trap is barbed wire, which slows enemies and is quick and easy to build. It can't be directly attacked, but enough feet stepping on it will break it down fast.

Soldier
A man carrying a semi-automatic rifle. He can shoot enemies faster than archidon, but with no knockback. He also has trouble killing soldiers that are at point blank. In big numbers, these guys will dominate ranged soldiers.

Riot Shield
Crowd controls with lots of defense, but a weak pistol to attack. They can defend as they're attacking, making them a dangerous threat. However, they're pretty slow to produce. Always back these shields up with other soldiers.

Spy
A unit that isn't as fast or as strong as a Shinobi, but he can scout over a much greater range. He hides using camoflage, which improves over time as he's in it and weakens with movement. His only weapon is a laughable knife.

Sniper
He can strike any enemy unit viewable on the map and is a little more stronger than an archidon. However, his sniper rifle is a slow bolt-action. Great in combination with a spy, and can be upgraded with armor-piercing bullets to deal much greater damage against heavy units, like giants and speartons.

Mortar
The semi-equivalent of a magikill, he can fire explosive or smoke rounds. He takes some time to set up his mortar, though, but has greater range. Explosive rounds are a tad bit stronger than a fireball, and smoke rounds can reduce the accuracy of ranged units and conceal friendly units (although it impacts their accuracy too).

Field Medic
A soldier carrying a light machine gun and one medical first-aid kit. He take time to heal a unit, and the unit in question will be unable to attack while healed, but the med-pack will heal all of his health in one shot if done successfully. Because of this slow healing procedure, he's much better at using his light machine gun to spray damage on waves of troops. The inaccuracy of the gun makes it difficult for him to be useful at one on one combat, though.

Tank
The giant equivalent, this monster sports a powerful tank shell and a machine gun on top. Tanks are weak against fireballs, EGiant boulders, and suicide bombers. The machine gun is a stronger version of the field medic's light machine gun, but has a separate health bar and is much easier to destroy than the tank itself. The tank itself is fast, but slows down with damage from foot soldiers like swordswrath, speartons, archidon, etc.

Helicopter
A flying behemoth with air-to-ground missiles. It can't attack albowtrosses, but missiles can be fired in rapid succession and can quickly wipe out a wall of speartons. The unit is extremely costly, however, and has a massive cooldown. There's also a slight chance for any attack to hit the chopper's rotors and take it down in one hit, so waves of albowtrosses or wingidon are effective against this unit.

Ghost unit
The first ghost unit summoned by the tower is a small drone that rushes in. It can't deal any damage, but instead fired tracer tags at twice the rate of an archidon. The enemy can't tell which units are tagged, and tagged units will always be seen in the map regardless of fog-of-war. Tags can be removed over time, or while a unit is garrisoned. The second ghost unit is a mini tank drone that's weaker, but carries two light-machine guns instead of a tank shell.

petmuju
10-27-2012, 10:12 PM
I have no idea how willing anyone is to go very far from the theme of the game, but heck, here's my MODERN army!
All of these units are pretty powerful, but their main weakness is magic. In fact, the mere presence of magic in the world of Order has caused once-lethal firearms to lose their strength (also the reason why it takes a freaking 6 stabs to kill someone here...). The foot soldiers have very little defense, but armored units and other robotics are much better at tanking.

Morale Bar
A bar only the modern army possesses. Morale starts off at five out of ten, or normal damage. At lowest, troops will deal 2/3rd the normal damage. At highest, they'll deal an extra 33% damage.
A death drops the bar by one unit.
Natural soldiers killed (swordswrath, spearton, archidon, magikill, canites, other humans) will increase the bar by 1/8th.
Un-natural soldiers (crawlers, skeleton mages, etc.) will increase the bar by one fourth. Giants will increase the bar by a whole unit.
Miners killed will reduce the bar by one-fourth.
Seeing a large enemy army reduces the bar by 1/4th.
Building tanks and helicopters increases the bar by a unit.

Back-line soldier
These guys install drills and other equipment around their mines (which takes time), so they have the strength of a swordswrath with batons. However, the drills can break down over time and have to be repaired. Their defense trap is barbed wire, which slows enemies and is quick and easy to build. It can't be directly attacked, but enough feet stepping on it will break it down fast.

Soldier
A man carrying a semi-automatic rifle. He can shoot enemies faster than archidon, but with no knockback. He also has trouble killing soldiers that are at point blank. In big numbers, these guys will dominate ranged soldiers.

Riot Shield
Crowd controls with lots of defense, but a weak pistol to attack. They can defend as they're attacking, making them a dangerous threat. However, they're pretty slow to produce. Always back these shields up with other soldiers.

Spy
A unit that isn't as fast or as strong as a Shinobi, but he can scout over a much greater range. He hides using camoflage, which improves over time as he's in it and weakens with movement. His only weapon is a laughable knife.

Sniper
He can strike any enemy unit viewable on the map and is a little more stronger than an archidon. However, his sniper rifle is a slow bolt-action. Great in combination with a spy, and can be upgraded with armor-piercing bullets to deal much greater damage against heavy units, like giants and speartons.

Mortar
The semi-equivalent of a magikill, he can fire explosive or smoke rounds. He takes some time to set up his mortar, though, but has greater range. Explosive rounds are a tad bit stronger than a fireball, and smoke rounds can reduce the accuracy of ranged units and conceal friendly units (although it impacts their accuracy too).

Field Medic
A soldier carrying a light machine gun and one medical first-aid kit. He take time to heal a unit, and the unit in question will be unable to attack while healed, but the med-pack will heal all of his health in one shot if done successfully. Because of this slow healing procedure, he's much better at using his light machine gun to spray damage on waves of troops. The inaccuracy of the gun makes it difficult for him to be useful at one on one combat, though.

Tank
The giant equivalent, this monster sports a powerful tank shell and a machine gun on top. Tanks are weak against fireballs, EGiant boulders, and suicide bombers. The machine gun is a stronger version of the field medic's light machine gun, but has a separate health bar and is much easier to destroy than the tank itself. The tank itself is fast, but slows down with damage from foot soldiers like swordswrath, speartons, archidon, etc.

Helicopter
A flying behemoth with air-to-ground missiles. It can't attack albowtrosses, but missiles can be fired in rapid succession and can quickly wipe out a wall of speartons. The unit is extremely costly, however, and has a massive cooldown. There's also a slight chance for any attack to hit the chopper's rotors and take it down in one hit, so waves of albowtrosses or wingidon are effective against this unit.

Ghost unit
The first ghost unit summoned by the tower is a small drone that rushes in. It can't deal any damage, but instead fired tracer tags at twice the rate of an archidon. The enemy can't tell which units are tagged, and tagged units will always be seen in the map regardless of fog-of-war. Tags can be removed over time, or while a unit is garrisoned. The second ghost unit is a mini tank drone that's weaker, but carries two light-machine guns instead of a tank shell.

Sniper = can't be just a 'little' stronger than archidons. Single headshot = boom!
Canites do not exist yet so it should be crawlers.

Wow. Modern army! It scares me! XD
I don't think 100,000 swordwraths can defeat 10,000 riot shields as 100,000 celts lost to 10,000 romans.

TheFighterz
10-27-2012, 10:25 PM
*Natures Army*

The lands have been savaged and ruined by both the Chaos and Order Empire! This empire relies on the ground to use as it's advantage. Mother Nature has had enough...

Natural ability - Front-Line - The units damage goes up for the more ground it has covered.
Natural ability - Thorny Castle - Unit takes very little damage each time the castle is hit

Miner
Classic Miner. Not much to say really. However they use Rakes and Hoes. They mine .25 faster than a normal miner, but do .5 less damage due to their tools.
Miner Hustle

Goblin
Gold: 125 - Mana: 0
A small, hunchback little guy. He has a small, tiny dagger. Just like the cralwer, they have strength in numbers. Where they differ is that they naturally do .5 damage if they hit the enemies back.
Scout - Goblins see .5 further than any unit in the game
Claws - Goblins trade a dagger for their natural claws. Does .5 less damage, but is .5 faster and does it 2 times
The Bigger They Are... - Goblins do 5% more damage against giants and Trights.

Tright (Tree Knight)
Gold: 550 - Mana: 50
Thick wooden armor, and a large wooden club, these guys can take a LOT of hits. Slow however, and weak against numbers. Can take out entire crawlers.
Stomp - Stomps the ground, stunning all units within the vacinity
Shield - 15% more defense and health, 15% less damage and movement speed.
Gutteral Roar - Roars, forcing all units in front of it to flee involentarily for 5 seconds

Pixie
Gold: 150 - Mana: 350
A small unit that can is always cloaked, but does very little damage. Good to finish off weak enemies fleeing.
Pixie Dust - Confuses unit, making it run around uncontrollably (Taken off if garrisoned)

Elf Ranger
Gold: 350 - Mana: 0
Slightly more range than archer, same damage as a dead.
Steady Aim - Arrows do less damage, but never miss unless unit garrisons.
Poison Tipped Arrows - Same as Dead

Sylph
Gold: 450 - Mana: 150
Moves very fast. Throws knives; less range than albowtross, more damage than Eclipsor.
Throny Knives - Knives go slightly faster.

Fairy
Gold: 300 - Mana: 200
Heals nearby units. Can fly in midair to avoid danger.
Sky High - Flies into air-range of flying units, providing escape.

Mother Nature
Gold: 500 - Mana: 500
Leader of Nature, does not actually attack, but helps units.
Heal - Heals nearby unit
Adredaline - Single unit gains health, does more damage and moves faster for a VERY short period of time
Breath of Life - Heals a single to full health if unit's health is very low. (Cannot heal self)

Mountain Peak
Gold: 1500 - Mana: 0
Mother Nature has brought mountains to aid. Throws boulders similar to Enslaved Giant.
Self-Sacrafice - Unit takes damage for selected unit
Growth - Grows in size dramatically

RUMMAKER
10-27-2012, 11:44 PM
native empire: (everyone of their units take really long to build except for some exceptions)

miner (ONE supply) (150) (0)-takes longer to train then normal miners.

spear dude (3 supply) (150) (0)-like a swordwrath but able to have a one time cast ability that throws his spear doing 4x damage; afterwords pulls out a dagger with halved damage (lower health then swordwrath).

hunter dude (4 supply) (300) (0)- like a spearon but with no abilities.

native archer- (4 supply) (300) (0)-has longer range then order archers.

shaman- (5 supply) (0) (500) - grants vision for entire map (not my idea, someone else came up with this.) can heal and cure and summon ghost units(uncontrollable)

duel dagger dude- (1 supply) (50) (0)- builds super fast and has super fast speed. but sucks in every respect

mount dude(6 supply) (200) (0)- spear dude rides a beast of some sort. fast medium health, and can throw spear (almost as long as giants take to build).

bird rider (7 supply) (350) (350)- archer that rides a bird (think avatar) slightly stronger then crossbow man with high speed and deals increased dmg to ground.

the idea of this empire is to make (most of) their units take a LONG time to make and have high supply cost but low cost. so scouting is extra important for them (shaman therefore grants vision).

Panki
10-27-2012, 11:53 PM
native empire: (everyone of their units take really long to build except for some exceptions)

miner (ONE supply) (150) (0)-takes longer to train then normal miners.

spear dude (3 supply) (150) (0)-like a swordwrath but able to have a one time cast ability that throws his spear doing 4x damage; afterwords pulls out a dagger with halved damage (lower health then swordwrath).

hunter dude (4 supply) (300) (0)- like a spearon but with no abilities.

native archer- (4 supply) (300) (0)-has longer range then order archers.

shaman- (5 supply) (0) (500) - grants vision for entire map (not my idea, someone else came up with this.) can heal and cure and summon ghost units(uncontrollable)

duel dagger dude- (1 supply) (50) (0)- builds super fast and has super fast speed. but sucks in every respect

mount dude(6 supply) (200) (0)- spear dude rides a beast of some sort. fast medium health, and can throw spear (almost as long as giants take to build).

bird rider (7 supply) (350) (350)- archer that rides a bird (think avatar) slightly stronger then crossbow man with high speed and deals increased dmg to ground.

the idea of this empire is to make (most of) their units take a LONG time to make and have high supply cost but low cost. so scouting is extra important for them (shaman therefore grants vision).

Gotta come up with some better names other than "hunter dude".

MrSticky
10-28-2012, 01:00 PM
Hunter

http://imageshack.us/photo/my-images/571/hunteriy.png/

Hunters can shoot arrows while riding a horse. Good speed, good damage, good overall unit.

Cost: 500 Mana: 250

Abilities it knows: None

Abilities it could Learn:

*Fire Arrows : Shoots fire arrows that have higher damage then regular arrows
* Horse Attack: The horse attacks enemies infront of it.

RUMMAKER
10-28-2012, 02:24 PM
meh the devs can change the name around its the idea that counts

rubiks
10-28-2012, 04:18 PM
An idea for a new unit.

Name: Samurai

Picture: http://imageshack.us/photo/my-images/51/samuraia.png/

Gold: 300
Mana: 50

Supply: 3

Desc:
- Think upgraded Swordwrath
- Increased running speed (maybe 10% faster than Swordwrath)
- x1.5 attack and health of Swordwrath

Abilities (just a brainstorm of possible abilities):

Quick Draw - Will always land the first hit when starting battle with another single unit. (Researchable)
Meditate - Samurai kneels down to recover health slowly (similar to Chaos). Unable to move/fight unless toggled off. (Researchable)
Lone Samurai - if a samurai is your only offensive unit on the battlefield it with get a +5% attack bonus. (Starts with ability)

petmuju
10-29-2012, 03:33 AM
meh the devs can change the name around its the idea that counts

Good point.

Triss
12-21-2012, 09:46 AM
*Natures Army*

The lands have been savaged and ruined by both the Chaos and Order Empire! This empire relies on the ground to use as it's advantage. Mother Nature has had enough...

Natural ability - Front-Line - The units damage goes up for the more ground it has covered.
Natural ability - Thorny Castle - Unit takes very little damage each time the castle is hit

Miner
Classic Miner. Not much to say really. However they use Rakes and Hoes. They mine .25 faster than a normal miner, but do .5 less damage due to their tools.
Miner Hustle

Goblin
Gold: 125 - Mana: 0
A small, hunchback little guy. He has a small, tiny dagger. Just like the cralwer, they have strength in numbers. Where they differ is that they naturally do .5 damage if they hit the enemies back.
Scout - Goblins see .5 further than any unit in the game
Claws - Goblins trade a dagger for their natural claws. Does .5 less damage, but is .5 faster and does it 2 times
The Bigger They Are... - Goblins do 5% more damage against giants and Trights.

Tright (Tree Knight)
Gold: 550 - Mana: 50
Thick wooden armor, and a large wooden club, these guys can take a LOT of hits. Slow however, and weak against numbers. Can take out entire crawlers.
Stomp - Stomps the ground, stunning all units within the vacinity
Shield - 15% more defense and health, 15% less damage and movement speed.
Gutteral Roar - Roars, forcing all units in front of it to flee involentarily for 5 seconds

Pixie
Gold: 150 - Mana: 350
A small unit that can is always cloaked, but does very little damage. Good to finish off weak enemies fleeing.
Pixie Dust - Confuses unit, making it run around uncontrollably (Taken off if garrisoned)

Elf Ranger
Gold: 350 - Mana: 0
Slightly more range than archer, same damage as a dead.
Steady Aim - Arrows do less damage, but never miss unless unit garrisons.
Poison Tipped Arrows - Same as Dead

Sylph
Gold: 450 - Mana: 150
Moves very fast. Throws knives; less range than albowtross, more damage than Eclipsor.
Throny Knives - Knives go slightly faster.

Fairy
Gold: 300 - Mana: 200
Heals nearby units. Can fly in midair to avoid danger.
Sky High - Flies into air-range of flying units, providing escape.

Mother Nature
Gold: 500 - Mana: 500
Leader of Nature, does not actually attack, but helps units.
Heal - Heals nearby unit
Adredaline - Single unit gains health, does more damage and moves faster for a VERY short period of time
Breath of Life - Heals a single to full health if unit's health is very low. (Cannot heal self)

Mountain Peak
Gold: 1500 - Mana: 0
Mother Nature has brought mountains to aid. Throws boulders similar to Enslaved Giant.
Self-Sacrafice - Unit takes damage for selected unit
Growth - Grows in size dramatically

1. Add the pops.
2. Trights? I prefer Ents.
3. How can a mountain walk?
4. Breath of life should heal 1/2, not full health, and should have longggg cooldown
5. Sylph and Pixie are flying units. Don't ruin my childhood :P
6. Too much free abilities. Add a cost please?