Design a Unit Contest - Winners Inside

General topics and discussion on Valor.
Goldnagger
Knight
Posts: 77
Joined: Sat Dec 24, 2011 12:04 pm

Postby Goldnagger » Sat Apr 28, 2012 7:43 am

Retainer

Attack: 75
Infantry Defense: 50
Cavalry Defense: 50
Walk Time: *20 per field
Resource Requirement:
20k each resource
Population: 75
Production Rate: 2 hours ( world speed 1)

Educate in the Academy. No scholarship required.*

A Retainer is the right-hand man of the player. He has the mastery of the spoken words. Therefore he can get intel from attacked players. If successful, he can read previous messages and forum posts and diplomacy contracts that player has made. Regardless if he/she deleted the post and messages.

1 surviving Retainer attack gives you a report of the players messages.

3 surviving Retainer attacks gives you both messages and forum posts.

5 surviving Retainer attacks gives you messages, forum post and diplomacy contracts ( This applies only to Crowns, Generals and Captains).

This adds a whole new dimension to the game. It will drive the guild to support each other so that they will not release any intel to the enemy. Making Crowns, Generals and Captains the main targets. Ever thought about torturing your players commanders for info on their Lords activities?

LordTalon111
Lancer
Posts: 2
Joined: Sat Apr 28, 2012 3:57 pm

Postby LordTalon111 » Sat Apr 28, 2012 4:05 pm

Engineer
Support/sabotage unit
Built in the workshop
Fairly slow speed 20-25
No attack/defense
The engineer is a tactical unit that can assist friendly cities or sabotage others. Once used in attack it will give the selection of a building and make it weaker for a short period of time based on how many sent this means ex. Resource buildings will produce less walls will guard less city hall baracks stable ect will build/train slower and so on depending on the building also if used in support and u will be able to support ur own cities u can make ur buildings produce faster defend more and so on this unit will be similar to te spy as it can't be attacked unless other spies/engineers are present then they will be killed for however the game kills spies the effect of the engineer is based on number and upgrade

Jacob360
Lancer
Posts: 9
Joined: Wed Apr 25, 2012 7:09 am

Postby Jacob360 » Sun Apr 29, 2012 7:19 am

Name: Catapult
Lvl 1/lvl 2/lvl 3
Attack: 350/370/400
Defense infantry unit: 50/60/70
Defense mounted unit:25/30/40
Speed: 5/7/13
Population: 3
Haul: 0/5/10
Cost wood: 400/450/500
Cost clay: 100/150/200
Cost steel:150/200/250
Lvl 3 Max

Everybody loves the good old classic catapult it may not have speed or power but being the enemy to their knees before they even reach you

BlackWolf
Knight
Posts: 81
Joined: Mon Apr 16, 2012 10:51 pm

Postby BlackWolf » Mon Apr 30, 2012 9:08 pm

Name: Freight Cart
Attack:10
Defense:0
Speed:8
Haul: 1000
cost: 400 per resource, 5 population 1:30:00

Description: Recruitable from the market place, these units are an aid to any city's economy, they can be sent with merchants or armies to increase the amount of resources carried.

They would have the requirement that they double a merchants carrying capacity when sending resources, and allow one merchant per cart to be "sent into combat" to retrieve resources (i.e. they "consume" an available merchant when used, and have 1000 capacity when used aggressively, and 2000 when used peacefully)

With 10 attack and zero defence they will be left out of combat when in a city under siege, can be destroyed easily by an active defensive force, but will make it a lot easier to farm inactive players and barbarians, assuming your strategy is effective.

They have the same travel speed as merchants, meaning that between allied cities they will travel full speed, but between non-allied cities a player will need to decide to slow the carts down with infantry guards, or slow cavalry guards down to the speed of the carts.

The resource cost is slightly more than the carrying capacity of the cart, which means that a player will have to send carts multiple times against non allied players, risking their destruction, if they want the carts to pay for themselves.

I've made the population cost 1, but this should probably be tied to the market place in some manner, perhaps worth 1/4 of the population cost of whatever level of the marketplace, so your first 5 are worth 1 population, your next 4 are worth 2 population, and so on, with a maximum number of 25 recruitable.

This could be written a lot better, but I think it's understandable the way it is.

Duncehat
Lancer
Posts: 12
Joined: Sun Apr 29, 2012 11:46 am

The Garden Gnome

Postby Duncehat » Tue May 01, 2012 2:08 am

The Garden Gnome would enable a city to convert one type of material into another. The Garden Gnome isn't perfect though. There would be some loss of materials in the process. The Garden Gnome would be upgradable like other units. At level 1, the loss of materials would be 30%. At level 2 the loss would be 20%. At level 3 the loss would be 10%.

TribalHavoc
Lancer
Posts: 1
Joined: Tue May 01, 2012 8:21 am

Unit Design- Trebuchet

Postby TribalHavoc » Tue May 01, 2012 10:49 am

Trebuchet
This unit is a powerful anti-personnel siege weapon that can demolish large portions of troops, however this unit is very slow in movement due to it's size and weight.
Cost: (wood/clay/iron)
Level 1: 3k/1.5k/2k
Level 2: 3.7k/2.1k/2.5k
Level 3: 4.5k/2.8k/3.2k
Attack: (lvl1/lvl2/lvl3)
210/270/345
Defense: (calvary)
25/37/43
(infantry)
35/42/56

Bl1ndFury
Knight
Posts: 92
Joined: Tue May 01, 2012 9:31 am
Location: Omnipresent

Postby Bl1ndFury » Tue May 01, 2012 12:10 pm

Unit: Panther
Cost: Higher on Iron
Description of ability: Units have to be released once a city is under attack. They prey upon incoming armies, weakening their numbers by picking off units as they travel.

User avatar
Tim
Knight
Posts: 67
Joined: Tue Oct 18, 2011 12:25 pm
Location: USA

Postby Tim » Tue May 01, 2012 12:19 pm

Great feedback so far and very creative (Pather, Sexy Lady, etc). Looking forward to hearing more!

Greatsirtom
Lancer
Posts: 1
Joined: Tue May 01, 2012 1:44 pm

Longbow Men -no question

Postby Greatsirtom » Tue May 01, 2012 1:45 pm

LONGBOW MEN

Resource Requirement:
80 Wood
10 Clay
60 Iron
Population: 1
Attack Infantry: 100
Attack mounted units: 10
Infantry Defence: 80
Cavalry Defence: 1
Walk Time: 10 per field
Haul Capacity: 5
Production Rate: *x2 rate of Sentry
Research Requirement: Forge
*
Bonus: Longbow-Men can attack from distance and have a “First strike Bonus”. This means the following:
ATTACK
1.***** Their attack will complete in full before the defender counter attacks in the round system.
a.***** Attacks are directed toward infantry units first. Less well armoured units receive more damage – i.e. Berserker high casualty rate, Lancers medium, Sentry low
b.***** Attacks against armoured Mounted Units has close to no success
2.***** The Longbow attack is less successful the higher the wall level of the defender
3.***** Once the “First strike Bonus” has been used up and the arrows are depleted,** the Longbow-Men are close to defenceless.
4.***** The immediate counter attacks with Mounted Units will yield very high losses, even more with armoured units.
5.***** Counter attacks with only Infantry present will be less successful, the more armoured (heavier) the unit.
DEFENCE
1.***** Longbow-Men do not defend against Longbow-Men. They cancel each other out and are therefore not part of the “First strike” defence round.
2.***** They become however active in the second round of defending, i.e. after the initial Longbow attack and the corresponding counter attack.
3.***** Once the attacker has played his archer round the “First strike Bonus” will come into effect against the second round of attacks.
4.***** There is good defence against less armoured Infantry and poor defence against units with protective clothing and shields.
5.***** There is virtually no defence against Mounted units as archers are simply overrun.
6.***** The higher the defensive wall the better the defence of the Longbow-Men
*
Longbows were the back bone of the successful medieval army. *They had reported useful ranges of up to 180 m (200 yd) to even 400 m (440yd). It is well known that no practice range was allowed to be less than 220yds by order of Henry VIII. The longbow was capable of long range, and was highly accurate at short range. Most of the longer-range shooting was not marksmanship, but large numbers of archers launching volleys of arrows at an entire army. They were highly trained units and difficult to recruit and educate. *However, even heavy-draw longbows have trouble penetrating well-made steel plate; and such armor became available to European knights of fairly modest means by the late 14th century, though never to all soldiers in any army. A typical military longbow archer would be provided with between 60 and 72 arrows at the time of battle
*
Here are three bmp images that are appropriate for the unit icon.
http://i45.tinypic.com/34erv4z.jpg
http://i48.tinypic.com/15zsf2w.jpg
http://i50.tinypic.com/2va11t0.jpg
*
This is the perfect and most logical addition to medieval warfare.

Sirius
Lancer
Posts: 1
Joined: Tue May 01, 2012 2:05 pm

Postby Sirius » Tue May 01, 2012 2:10 pm

New Unit: Assassin
Cost:160 Lumber
180 Clay
220 Iron
Effect: The Assassin is more skilled than lancers and berserkers. They travel as fast as scouts, do minimal damage to a city, but the defender does not recieve a report on the attack. Therefore, it is a secret attack.
Icon: The icon would be a picture of two crossed daggers or swords.


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