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Special Unit Ideas: 1/6/2016 22:11:47


Ω Cat Juggernaut 
Level 59
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Archer/Sniper remains the best.
DI's ideas sound like he's trying to make Warlight into Civ.
Ambusher needs clarification.
Assassin is obviously a good idea.
Charger could also be called cavalry, which is a good idea.
Special Unit Ideas: 1/6/2016 22:14:04


l4v.r0v 
Level 59
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Fizzer: does nothing and then does an AMA about it
Special Unit Ideas: 1/6/2016 22:18:59


Lolicon love
Level 56
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Genghis: takes all the credit to make him-self relevant.
Special Unit Ideas: 1/6/2016 22:21:05


Timinator • apex 
Level 67
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You should put it on uservoice
Special Unit Ideas: 1/6/2016 22:21:27

General G.
Level 39
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What about my tank idea o_o
Special Unit Ideas: 1/6/2016 22:22:18


master of desaster 
Level 66
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General you should also make an uservoice about that.
Special Unit Ideas: 1/6/2016 22:23:46


Min34 
Level 63
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Ambusher: Does not show up on enemy's map even on no fog. When territory in which he's defeated is taken, 2 turns later he retakes the territory with a stack of the size of the one that you had when the territory was taken.

Gifting the territory back to the other player would not be an good idea.
I think it would be better if this card destroyed 50% of the enemies armies on that territory next turn.
Special Unit Ideas: 1/6/2016 22:38:09


Zephyrum
Level 60
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These were a couple rushed suggestions (30 seconds thinking and several more typing).


Gifting the territory back to the other player would not be an good idea.
I think it would be better if this card destroyed 50% of the enemies armies on that territory next turn.


Yup, true here.

There's a lot of glitching potential in that.
Special Unit Ideas: 1/6/2016 22:45:09

Red Λrmy 
Level 58
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Archer/Sniper is the best idea I think I'd like to see. Sounds awesome from attacking point of view. Defensively I imagine it and would just feel so exposed lol.

Edited 1/9/2016 03:18:44
Special Unit Ideas: 1/7/2016 00:28:37


LoaTBaC
Level 50
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The Sniper, Charger (Cavalry sounds better), Assassin, and General all sound like good ideas, without changing the game too much.
Special Unit Ideas: 1/7/2016 00:47:29

King Leonidas 
Level 58
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i have a great idea that could change the way people plan there tactics.

Nuke card :
1. destroys all armies in the territory selected
2. turns the territory neutral
3. destroys a set amount of troops in all bordering territories around the selected territory
4. reduces all armies in any territory that borders the one selected by 50%
5. reduces all armies in any territory 2 territories away from the one selected by 25%
Special Unit Ideas: 1/7/2016 00:48:50

King Leonidas 
Level 58
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point 4 and 5 kind of go along with point 3
Special Unit Ideas: 1/7/2016 00:53:44


LoaTBaC
Level 50
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Sounds a bit overpowered. Maybe it should turn the territory into a wasteland instead, and either heavily damage or turn the territories adjacent into smaller wastelands.
Special Unit Ideas: 1/7/2016 01:26:30

King Leonidas 
Level 58
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i am trying to simulate the different levels of radiation levels and destruction levels based on distance to the land that was initially nuked
Special Unit Ideas: 1/7/2016 01:32:01


LoaTBaC
Level 50
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Maybe you could customize how much damage it does at each distance in the settings. I think it would be good to have a very large neutral territory where the blast was to simulate all of the damage and residual radiation making it too difficult to be re-inhabited.
Special Unit Ideas: 1/7/2016 01:42:21

King Leonidas 
Level 58
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that could be a good idea to incorporate into the nuke card
Special Unit Ideas: 1/7/2016 01:59:12


NinjaNic 
Level 59
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They need to make a fog setting with that kind of thing. No fog 1 territory away, light fog 2 territories away, and then after, normal fog.

Edited 1/7/2016 01:59:48
Special Unit Ideas: 1/7/2016 02:29:00


LoaTBaC
Level 50
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Oh yeah, that would be a great thing to have implemented! :D
Special Unit Ideas: 1/7/2016 11:07:13


Holdway
Level 62
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Some ideas for special units. Mostly intended to spice up scenarios.


Capital: Can't move, counts as 0 armies. Adds 20% kill rate to defenders, if captured you are eliminated.

Fort: Can't move, counts as 0 armies. Adds 10% to defensive kill rate, can have more than one, if captured it changes ownership to the player who captured it.

Barracks: Can not move, counts as 0 armies. Produces 1 elite per turn. Can have more than one, can be captured.

Developer: Can be captured. Counts as 0 armies. If it stays in a territory for 3 turns without moving it increases that territories bonus by 1. Not allowed in games with overlapping bonuses.

Berserker: Adds 20% to attack kill rate, reduces defensive kill rate by 10% Counts as 3 armies.

Spy: Can not attack or be attacked and is invisible to all units except to spy catchers. Gives sight to all adjacent territories, can enter the enemies territory and reduces income of an enemy territory by 50%.

Spy Catcher: Can not attack or be attacked and is invisible to all units except to spies. Can not enter enemy territory. Autokills a spy if it ends it's turn in the same territory.

Cavalry: Counts as 3 armies. All armies with it can move/attack two territories per turn. Not available with Multi attack.

Artillery: Counts as 3 armies. Adds 10% to attack kill rate. Nullifies Fort and Capital defence bonuses. The turn after attacking all armies in it's stack can not move or attack.

Elites: Count as 2 armies.

Also along with this the option to have card pieces for all special units (except ones that if are killed you become eliminated) where you can trade cards for a new unit of that type. For example you can trade 5 Fort cards to place a fort somewhere in your territory.
Special Unit Ideas: 1/7/2016 13:01:06


Thomas 633
Level 56
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Champion: Acts as twenty armies. When killed, ten random armies from your stacks die as well as the champion (like them losing heart and deserting).
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