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THEFORCE
02-28-2013, 08:11 AM
OK, I think I'm posting in the right section this time...

So I was thinking, and maybe they should add new abilities to most of the units in SE, this way the game won't get boring after a while.

I like SE but you can't just stick to the same old same old abilities all the time, there should be some new abilities, 9 units for each race is OK, but add more abilities.

without changes with abilities the game could get boring, but if you add more abilities to units, it will get more interesting.

Post comments here either if you think they should add more abilities or not!

And if you do, then tell us what abilities they should add!

PUMU
02-28-2013, 08:18 AM
Crawlers- Frenzy
are able to continue moving whislt atking retreating enemies
Eclipsors- Slieght
Shoots arrows 2x as fast as normal.

THEFORCE
02-28-2013, 09:06 AM
Crawlers- Frenzy
are able to continue moving whislt atking retreating enemies
Eclipsors- Slieght
Shoots arrows 2x as fast as normal.

Good idea.

especially the eclipsors as they should have abilities!

Xate
02-28-2013, 09:09 AM
And they will be OP.

jli
02-28-2013, 09:11 AM
Crawlers- Frenzy
are able to continue moving whislt atking retreating enemies
Eclipsors- Slieght
Shoots arrows 2x as fast as normal.

o.O That... is OP.

PUMU
02-28-2013, 02:36 PM
meh.. where's your ideas?

jli
02-28-2013, 03:20 PM
meh.. where's your ideas?

I guess you have a point. Here's my ideas:

Archidon: PASSIVE Fire arrow - 400 gold, 20 seconds
Bank: Greed - 100 gold, 100 mana, 10 seconds: Miners go straight to mining after exiting the castle.
Giant: Crowd Control - 50 gold, 50 mana, 30 seconds: Mass stun.

kingkickass2013
02-28-2013, 06:19 PM
Um giants are already OP, TRUE the damage reduction makes them not as powerful as they used to be, but giving them area attack is like giving the medusa an area petrify ability.

Here's my ability ideas:

Juggerknight

The axeman, they do a little more damage with their axes. passive ability with a cost of 200 gold and 200 mana with a waiting time of 30.

Spearton

Extra plating, they have much stronger armor, reducing the damage they take. PASSIVE 400 gold and 50 mana with a waiting time of 30.

Crawler

Cobras venom, the crawlers now inflict poison. PASSIVE 300 gold with 300 mana with a waiting time of 20.

Bomber

Sprinting training, they are now much much faster, can catch up to a shadowrath now, PASSIVE 500 gold with a waiting time of 60.

Bigger bombs, increases the bomb radius without increasing the damage, PASSIVE 300 gold with a waiting time of 60.

Shadowrath

Shinobi level 3, increases foot speed when in shinobi, makes it so you can catch up with a miner with miner hustle when upgraded. PASSIVE TO THE SHINOBI ABILITY 600 gold and 250 mana with a waiting time of 30.

Archidon

Scout, the archidons vision increases along with its range, it can shoot further and see the entire map (so if your on grassy hills and your archidon is back at base and has scout, activate it to see the entire map all the way to your enemies base), ACTIVATE ABLE ABILITY that costs 350 gold and 50 mana with a waiting time of 40 to research, 50 gold to activate.

Swordwrath

Rage level 2, they do a bit more damage and run much faster, PASSIVE TO THE RAGE UPGRADE costs 800 gold and 100 mana with a research time of 70.

Meric

Healing training, they are taught to double the amount of people healed per healing animation, they now heal and cure 2 people at a time rather 1, PASSIVE costs 300 gold and 500 mana with a waiting time of 10.

Marrowkai

Hell fire, send up 1 pillar to do damage against the targeted soldier, this only hits one soldier and does as much as 1 whole bar to a swordwrath, ACTIVATE ABLE ABILITY Marrowkai already starts with this costs 30 mana to use with a waiting time of 18.

Magikill

Increased range, increases spell range, PASSIVE costs 500 mana with a waiting time of 30

Medusa

Commanding, increases the damage of those nearby Medusa, PASSIVE costs 500 gold and 250 mana with a waiting time of 20

Albowtross

Better flight, Increases the flight speed, PASSIVE 600 gold with a waiting time of 20

Deads

Range differences, does more and more damage the closer the enemy gets, PASSIVE 500 gold with a 20 waiting time


This is all I could think of right now, what do you all think?

Xate
03-01-2013, 12:54 AM
Spearton's shield wall is underused, so this will help:
Spear thrust: thrusting the spear out with range of 2 spears, can be used only in shield wall mode, takes 1 bar of HP away.
300 gold, 200 mana waiting 30 secs. Cooldown: 12 secs.

_Ai_
03-01-2013, 01:25 AM
Alba, if faster will be so OP. I can kite with them easily.

THEFORCE
03-01-2013, 01:07 PM
Archidon

Scout, the archidons vision increases along with its range, it can shoot further and see the entire map (so if your on grassy hills and your archidon is back at base and has scout, activate it to see the entire map all the way to your enemies base), ACTIVATE ABLE ABILITY that costs 350 gold and 50 mana with a waiting time of 40 to research, 50 gold to activate.



OK, but I think this would make the game predictable, especially with this cost every player will do this at the start, so they can scout the opponent and know how to counter it.

It could be either for a period of time or higher cost so it will only be in late games, or you could do it with a specific number of archers, say 10?

To not make the game predictable, but nice thoughts overall :)

PUMU
03-01-2013, 02:13 PM
spearton armor increase is OP it will force the opponent to go with other melee units and other units wont me able to combat them one spearton would be able to take thousands of arrows before dying and they would completely ignore defending enemy units bringing back the spearton rush.

KrayZStick
03-01-2013, 03:08 PM
What's the point of this if it only makes the units OP? STOP MAKING OP SUGGESTIONS!

WheresMyCheetos
03-01-2013, 03:48 PM
The reason why its too OP is cause Wingadons are cheap fast and strong (or was until air nerf) but shooting twice as fast makes them better then an albowtross with blazing bolts but cost less

Panki
03-01-2013, 04:04 PM
Here's one idea for eclipsors.

Eclipsors: Evade PASSIVE

Eclipsors have 70% chance from getting hit by projectiles.
Cost: 300 g 100 m
Research time: 40

THEFORCE
03-01-2013, 04:33 PM
What's the point of this if it only makes the units OP? STOP MAKING OP SUGGESTIONS!

That's not the point.

The point is to make the game more fun by adding new technologies, more abilities means more ways to win, so the game won't get old.

And I think this won't make specific units OP if we added abilities to other units.

Example: Something I want in a magikill is spawning minions as in the first game, the magikill spawns 4 for maximum, which I think probably should be an expensive ability, because if it's cheap, then magikill will be OP, they will both be good in close and far combat, as the minions work as shield for them and they can cast spells, but make the minion the lowest HP unit in the game, that's how to not make it too OP, and to complete my example if a normal archer has splash damage, then it will be like a castle archer, just shooting doing splash damage and stuff, then the minions will die fast from them, but then magikill will have time to cast spells, which will make him beat the archers, but if you have lots of archers, then you can kill minions fast and the magikill too!

That's how it works, like this we added a strategy and a counter, and a counter to that counter!

See that, there will be lots to do with the game.

kingkickass2013
03-01-2013, 04:35 PM
Hey why not just say they have a 30 percent chance from not getting hit by projectiles?

Panki
03-01-2013, 04:42 PM
Either way its the same thing.

Juice Box
03-01-2013, 09:19 PM
Archidons should be able to retreat when their allies die. Besides, aren't they sorta... tribal? So they should be fast.

Swift:
Archidons run fast for eight seconds. Also affects attack speed.

Speed: Just as fast as a Shadowrath.
Attack Speed: 2x faster than normal.

This is pretty much an Archidonis version of Rage.

I also find it annoying how Merics always go near enemies during a fight. Why do they do that? Because their attack is a melee. Merics should not be able to deal melee attacks, but ranged attacks. This would make certain that a Meric would not try and go near the battlefield, and would stay where they are, like Archidons, whilst attacking enemies and healing allies from a safe distance.

Let's face it: Chaos is underpowered during the start of the game. Crawlers don't do a good enough job of repelling enemies. Chaos needs another basic unit. Problem is, we can't make a new unit for Chaos without making a new unit for Order. Now, I'd like to bring an old race back:

The Dashinites. They were taken out of the game for Stick War 2, if you remember the stickwar.com blog. These units hold only a spear, and that's it. I think we should bring them back. But I can't think of a good ability for them.

But what about Chaos?

There should be, IMO, a Skeletal Warrior that acts like a Swordwrath, but is slightly stronger. They hold a sword and a shield. I also can't think of a good ability for them.

Now, why should there be a new unit for Order and Chaos? Here:
1. It would add more of a strategy for Order.
2. It would fix the problem with Chaos being weak early-game.
3. It would balance out the Empires, since the Elemental Empire would have ten units. That way, all Empires can have ten units.

Please tell me your opinions.

blu3blitz
03-02-2013, 12:50 AM
Um giants are already OP, TRUE the damage reduction makes them not as powerful as they used to be, but giving them area attack is like giving the medusa an area petrify ability.

Here's my ability ideas:

Juggerknight

The axeman, they do a little more damage with their axes. passive ability with a cost of 200 gold and 200 mana with a waiting time of 30.

Spearton

Extra plating, they have much stronger armor, reducing the damage they take. PASSIVE 400 gold and 50 mana with a waiting time of 30.

Crawler

Cobras venom, the crawlers now inflict poison. PASSIVE 300 gold with 300 mana with a waiting time of 20.

Bomber

Sprinting training, they are now much much faster, can catch up to a shadowrath now, PASSIVE 500 gold with a waiting time of 60.

Bigger bombs, increases the bomb radius without increasing the damage, PASSIVE 300 gold with a waiting time of 60.

Shadowrath

Shinobi level 3, increases foot speed when in shinobi, makes it so you can catch up with a miner with miner hustle when upgraded. PASSIVE TO THE SHINOBI ABILITY 600 gold and 250 mana with a waiting time of 30.

Archidon

Scout, the archidons vision increases along with its range, it can shoot further and see the entire map (so if your on grassy hills and your archidon is back at base and has scout, activate it to see the entire map all the way to your enemies base), ACTIVATE ABLE ABILITY that costs 350 gold and 50 mana with a waiting time of 40 to research, 50 gold to activate.

Swordwrath

Rage level 2, they do a bit more damage and run much faster, PASSIVE TO THE RAGE UPGRADE costs 800 gold and 100 mana with a research time of 70.

Meric

Healing training, they are taught to double the amount of people healed per healing animation, they now heal and cure 2 people at a time rather 1, PASSIVE costs 300 gold and 500 mana with a waiting time of 10.

Marrowkai

Hell fire, send up 1 pillar to do damage against the targeted soldier, this only hits one soldier and does as much as 1 whole bar to a swordwrath, ACTIVATE ABLE ABILITY Marrowkai already starts with this costs 30 mana to use with a waiting time of 18.

Magikill

Increased range, increases spell range, PASSIVE costs 500 mana with a waiting time of 30

Medusa

Commanding, increases the damage of those nearby Medusa, PASSIVE costs 500 gold and 250 mana with a waiting time of 20

Albowtross

Better flight, Increases the flight speed, PASSIVE 600 gold with a waiting time of 20

Deads

Range differences, does more and more damage the closer the enemy gets, PASSIVE 500 gold with a 20 waiting time


This is all I could think of right now, what do you all think?

well for one the crawlers will be friggin OP,and meric (even though i love it) are gonna be quite OP if that happens, and bombers to,if they do update it like dis, chaos will be so OP, not to mention spearton as well, i mean with more armour and...about 12 speartons it adds up

asdfstick
03-02-2013, 01:01 AM
I remember a thread like this...eh what the hell.
Meditation(swordwrath) 100gold 50mana
swordwrath's health increases by 2 bars but decreses speed(FOR 1 SWORDWRATH).

THEFORCE
03-02-2013, 10:44 AM
Archidons should be able to retreat when their allies die. Besides, aren't they sorta... tribal? So they should be fast.

Swift:
Archidons run fast for eight seconds. Also affects attack speed.

Speed: Just as fast as a Shadowrath.
Attack Speed: 2x faster than normal.

This is pretty much an Archidonis version of Rage.

I also find it annoying how Merics always go near enemies during a fight. Why do they do that? Because their attack is a melee. Merics should not be able to deal melee attacks, but ranged attacks. This would make certain that a Meric would not try and go near the battlefield, and would stay where they are, like Archidons, whilst attacking enemies and healing allies from a safe distance.

Let's face it: Chaos is underpowered during the start of the game. Crawlers don't do a good enough job of repelling enemies. Chaos needs another basic unit. Problem is, we can't make a new unit for Chaos without making a new unit for Order. Now, I'd like to bring an old race back:

The Dashinites. They were taken out of the game for Stick War 2, if you remember the stickwar.com blog. These units hold only a spear, and that's it. I think we should bring them back. But I can't think of a good ability for them.

But what about Chaos?

There should be, IMO, a Skeletal Warrior that acts like a Swordwrath, but is slightly stronger. They hold a sword and a shield. I also can't think of a good ability for them.

Now, why should there be a new unit for Order and Chaos? Here:
1. It would add more of a strategy for Order.
2. It would fix the problem with Chaos being weak early-game.
3. It would balance out the Empires, since the Elemental Empire would have ten units. That way, all Empires can have ten units.

Please tell me your opinions.

I think 10 units is good, but I'm not sure the skeletal warrior will fit in, maybe chaos should have a disadvantage at early-game, but advantage on late-game.

I also like the archer speed idea, because they should be faster than most units, except for crawlers, bombers and shadowrath.

This will also be realistic because a bow is lighter than a sword, I also think spearton should be slower than swordwrath, because they have armor and they are called heavy melee units, when I have spearton + swordwrath running towards the enemy, I notice the spearton becomes faster than a swordwrath.

I'm not sure how will Elemental Empire work through, Are they gonna be like chaos? under-powered in early game?

Or becomes the mid between order and chaos?

Although I think Order should be mid, chaos be offensive and Elemental defensive, Could that work?

ShadowyWhisper
03-02-2013, 11:47 AM
I think Spearton should have a thing called "Shear" where they cut off an enemy's leg or arm, and makes it handicapped but still has capability to move.

50 gold, 20 mana
12 sec to reload.

Panki
03-02-2013, 05:03 PM
That would be hard to animate.

ShadowyWhisper
03-02-2013, 07:29 PM
Well, they don't have any pressure.

300noob
03-03-2013, 03:26 AM
New ablity for swordwrath, Noob Power! (50%chance) once activate, it instantly kill him but give x2 all stats to all allied units around him for permanment...cost 1000 mana. sound cool? the other (50%) is it suck the life out of every allied combat unit at the moment, killng them all but him self got all their power and ability

Triss
03-03-2013, 05:27 AM
@THEFORCE
Spearton was faster than swordwrath because the creator of the game thinks that they must shield the other units in the frontline.
So they can shield swordwrath when they're running together.

New abilities:
Archidon:
Adrenaline Rush(100 Gold 50 Mana)
Increase the running speed and attack speed of the Archidon for 3 seconds.
CD: 30 seconds.

Marrowkai:
Skeleton Warrior (200 Gold 200 Mana)[Use cost:50 Mana]
Summon a skeletal warrior to fight for Marrowkai.
Same stats as a swordwrath.
CD: 60 seconds.

THEFORCE
03-07-2013, 11:58 AM
New abilities:
Archidon:
Adrenaline Rush(100 Gold 50 Mana)
Increase the running speed and attack speed of the Archidon for 3 seconds.
CD: 30 seconds.

Marrowkai:
Skeleton Warrior (200 Gold 200 Mana)[Use cost:50 Mana]
Summon a skeletal warrior to fight for Marrowkai.
Same stats as a swordwrath.
CD: 60 seconds.[/QUOTE]

OK, but I still think swords should be a little bit faster..because shield + spear is much heavier than a sword, but it's OK like this and I have no problem with it.

And the Marrowkai will be overpowered, but awesome, now the Marrowkai can overcome giants!

I was thinking you could add a poison effect for the skeletal warrior?

Dunno, an ability added after purchasing skeletal warrior ability?

So he would poison the unit he's attacking on the first shot.

blu3blitz
03-16-2013, 01:15 AM
Illusion a unique ability that questions the mind, a magi kill spell creates a hologram of 6 swordwraths in a line that seem real, but here's the catch if an archer were to come up and shoot one of them that holo would take damage but this heals over time, and you can force the, to seemingly advance on the enemy but the second they make contact with an enemy they disappear, smart ppl will know how to use this well (moi), dead end- costs 300 gold and with no wait time spawns 2 selected units, used for surprise strategies and urgent battles.