Behemoth's Lair

502 registered members
Login | Register Your Free Account (Required) | Search | Help | Find Communities!

Author
Comment
Beltion
2001-04-22 10:40:54


"Create Elemental"
Firstly, I'd like the whole idea of a elemental town to be scrapped.

It feels wrong to have opposite elements fighting side by side. Yes, the storyline may have called for it in AB, but it's like having Genies and Efreet, or Angels and Devils in the same town, it's just not right. The Elements got together to stop a maniac, the maniac has been stopped. Now it's time to break up their frail alliance. Make the elementals rare creatures, likely to be seen only when conjured.



Here are my ideas for how elementals should be:

They should rely on power rather than sheer numbers.
Spell Power would decide how many you can create, skill in the relative magic school should givr strong noticeable specials that show that they are a incarnation of the element in question. Scrap the hastily thought together upgrades that were introduced in AB.

They should all get major stat boosts.
Double Hit Points, A and D should be multiplied by 1.5 and they should do 2 times the damage they do now. (This would give ballpark figures, and used as compared to strength of other H3 units.) This would put them in the range of strong level 5/weak level 6 unit, rather than the strong level 3/weak level 4 they are now.


Air Elemental:
Basic/no Air Magic: Normal Air Elemental
Advanced AM: "Flight" - Becomes a true flier unit.
Expert AM: "Flight" + "Lightning" Gets the Lightning Bolt specialty (same as Thunderbird has now.)


Fire Elemental:
Basic/no Fire Magic: Normal Fire Elemental
Advanced FM: "Fire Shield" Gets a Fire Shield
Expert FM: "Fire Shield" + "Flame" a 2-hex attack. (like dragons Breath Attack)


Earth Elemental:
Basic/no Earth Magic: Normal Earth Elemental
Advanced EM: "Catapult" Can attack town walls the same way Cyclops can now. However for each catapult shot fired, one Earth Elemental disapears. (it's used as ammo)
Expert EM: "Catapult" + "Quicksand" can use it's earthly ways to create quicksand.
Either the three hexes infront of it, one hex infront of it, or any one hex adjacent to it.


Water elementals:
Basic/no Water Magic: Normal Water Elemental
Advanced WM: "Water Movement" turns to fluid when moving. Can move 'under' units, force fields, land mines and quicksand puddles. Can also move thru moats without stopping (only water moats) Can also move from ship to ship without using the planks (in ship battle)
Can not move thru walls or other solid objects.
Expert WM: "Water Movement" + "Frost Death" a Frost Ring-like spell is triggered for every Water Elemental killed. Doing 25 damage per killed Elemental to all adjacent units.



Also all Elementals should be immune to their own school of spells, and take twice the damage from the opposing ones.

The Elementals should also have the "hate" modifier when attacking a opposing elements elemental.

Opposing forces are:
Fire and Water
Air and Earth
Archaeik
2001-05-15 23:52:20


I must say... that's quite...
interesting...


at least *someone* still thinks through things

1 visitor in the last 15 minutes: 0 Members - 1 Guest - 0 Anonymous