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Messages - Slightquills

#1
Hey dies, would it be possible to pick your brain for some possible suggestions to make my two submissions stronger entries?

I would like you hear your spicific opinions for their scores as well.
#2
This is just the concept that we are submitting, right? Does it necessarily have to be balanced?

I don't know about anyone else, but for my submissions many of them need some tweaking and/or balancing. Otherwise I doubt my ideas will really stand a chance.
#3
These aren't as finished as my Lich Mage idea, but I just wanted to put them out there (and yes, I am aware they both have the same ability. I have been working on it.)


Troll | Guardian
     STR: 4 DEF: 14 LIFE: 6/6

     Ability 1 | Regeneration | Passive |
     Troll gains one life per round.

     Ability 2 | Boulder | Cost 2
     Penalty: Troll loses his melee attack until the beginning of this player’s next turn.
     Boulder is a strength four attack that has a range of four spaces within line of sight.
     Restriction: Boulder may not target an adjacent unit.


Giant | Guardian
     STR: 5 DEF: 13 LIFE: 7/7

     Ability 1 | Boulder | Cost 2
     Restriction: Giant may not attack before using Boulder.
     Penalty: Giant loses his melee attack until the beginning of this player’s next turn.
     Boulder is a strength four attack that has a range of four spaces within line of sight.
     Restriction: Boulder may not target an adjacent unit.

     Ability 2 | Stomp | Cost 2
     Restriction: Giant may not move before using Stomp.
     Gaint makes a strength two attack at a target adjacent opponent.
     Note: Giant cannot use Stomp if immobilized.
#4
I feel compelled to ask . . . how many entries can we post fo the contest?
#5
I voted, rated and made a comment on IndiePub. My SN is Slightquills.

Necromancer | Mage
     STR: 2 DEF: 12 LIFE: 6/6

     Ability 1 | Legion of the Dead | Passive |
     Restricted: May only cast Skeleton Warrior and Flesh Golem summon spells.
     Bonus: May have unlimited summon spells in play.

     Ability 2 | The Walking Dead | Cost 2 | Valor 5 |
     Summons one Skeleton Warrior.
     Bonus: Summons one additional Skeleton Warrior if a Flesh Golem, a Guardian, or a Mage was slain prior to casting, this round.
     No maximum.

     Ability 3 | Flesh Golem | Cost 3 | Valor 10 |
     May summon a Flesh Golem.
     Restriction: Maximum of one Flesh Golem owned by caster, in play.

     Ability 4 | Shambling Hordes | Passive | Valor 15
     Summon spells owned by Necromancer gain:
     Bonus: +1S/+1D for each adjacent summon spell owned by caster, in play.
     Note: Units immobilized or stunned do not count as being adjacent.

     Lich  | Mage
     STR: 3 DEF: 13 LIFE: 6/6

     Ability 1 | Undeath | Passive |
     Penalty: All healing spells count as attacking spells verses the Lich.
     Bonus: Upon slaying a Flesh Golem, a Guardian or a Mage in melee, a Skeleton Warrior controlled by the Lich rises in that unit’s place.
     Bonus: Skeleton Warriors gained in this way do not count toward the Lich’s summon spell total.
     (Option: Touch of Death spell counts as a melee attack for purposes of Undeath, but not Healing Touch.)

    Ability 2 | Drain Life | Cost 1 | Valor 5 |
     The Lich makes an attack on a target surrounding enemy unit. For each point of damage dealt to that unit the Lich gains one life.

     Ability 3 | Lifewick | Cost 1 | Valor 10 |
     The Lich sacrifices a guardian owned by the Lich to gain four life.
     Penalty: Units sacrificed in this way must be surrounding the Lich.
     Bonus: The life gained in this manner may exceed maximum life total for one round.
     Note: The Lich maintains life total even after the total life increased is lost.
     Bonus: Units slain in this way rise as though slain in melee by the Lich. <See Undeath>

     Ability 4 | Phylactery | Cost 2 | Valor 15
     Target a Skeleton Warrior or a Flesh Golem owned by Lich and within line of sight.
     Target Skeleton or Flesh Golem is slain.
     Lich rises in place of the unit slain in this way.
     Note: Any Flesh Golem slain in this matter is not considered slain in melee for the purposes of Undeath.
#6
Feature Requests / Re: Omni's suggestions
May 04, 2010, 02:35:35 PM MT
I have something to add too. What about  pre-built or map-based decks of spells. All these decks would be pre-determined with a simple drop down menu at the match start screen.

Obviously there must be the same number of spells, at the same cost of the same type  to keep each deck balanced, but each deck would have different summons, attacking spells, ect;
#7
Upcoming Features / Re: 10/14/2009 Artificial Intelligence
December 07, 2009, 11:06:29 PM MT
Hey Ross, once the AI is further under way would you be willing to incorporate different types of AI's?

It goes without saying that any mage will play differently then any other, but even beyond that having other AI modes (Offensive, Defensive, Balanced, Favors Summoning, ect;)
#8
You know Ross, now that I think about it, hue could also help to determine which abilities a character has used.

I haven't had any trouble with this personally, but my brother has had trouble remembering to sprint. He says that should be a separate button. I'm not so sure myself, but I may need to ask others to see if they have the same problem.
#9
How many times have any of you turned on los, and without thinking ended your turn absent mindedly when you really wanted to just turn it off?

Well, I would propose a change in the position of the los button . . . to somewhere not near the "End turn" button.

The easiest, but not necessarily the most possible option would be a hot key that would be activate while holding it or push to toggle it.



The second thing that has gotten me into trouble is not moving one of my characters.

Something brightly colored and easy to see (like a green shade to the characters in the battle-window) to draw attention to characters that haven't been moved/attacked yet.



The last problem I have faced is the "one step". I just realised I had stepped one too far, but it's too late.

I can't address this problem directly, but a button or key (as above) that would allow a player to click on an opposing unit and see all possible moves that character could make (by highlighting the squares or the outlines thereof).

What does everyone think? Do these ideas seem reasonable?
#10
Feature Requests / Re: Hero Ideas/Requests
September 05, 2009, 11:12:56 PM MT
I second the Knockback ability. It sounds more like a card spending ability.

I also second an evasion/dodge ability, but I think it should require opposed dice rolls so it can't be relied on. The difficulty of this evasion roll would simply be the number on the attack roll. It should only be limited to two dice though.

or a "Luck" type of evasion where only one die is rolled against the highest attack die. If it beats it only one damage is taken.

I had a great idea for a unit, but alas, I have since forgotten.
#11
Feature Requests / Re: New Guardian mechanic
September 05, 2009, 11:04:16 PM MT
I'm surprised no one has any additional comments on this.
#12
Feature Requests / Re: Another game mode
September 04, 2009, 02:03:29 AM MT
I second the King of the Hill Mode.
#13
Events / Re: TEAM SIGN UP
September 04, 2009, 01:59:03 AM MT
Can I request a teammate? . . . like, for instance, Baker.

I can't see anyone standing up to your team though dies. If you weren't in the tourney then I might sign up . . . or if the teams were randomly generated.
#14
Feature Requests / Re: New Guardian mechanic
September 04, 2009, 01:51:09 AM MT
I have another option.

What about Valor-based Guardian abilities (maybe summoned ally abilities too, maybe) that can only be accessed when your mage is defeated? Oh, and the dead mage's party should still gain valor.

This method keeps the game interesting even after your spell-thrower is gone.

. . . or, an option that wouldn't require much programming. Keep giving the loosing player valor. If they get to 15 allow them to sacrifice all 15 valor for an unused mage.
(If this still drags matches on bring the new mage in at 2 hp.)

. . . even less programming (maybe) is a cease-fire for X number of rounds determined before the game (can't kill mage, but can reduce them to 2 hp).

Any thoughts?
#15
Feature Requests / Re: Traps
August 18, 2009, 06:46:36 PM MT
Actually, if you decide to design a character around traps why not just apply those abilities to the current rogue character and transfer the rogue's abilities onto an archer-like class.