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Posts: 246/253
(05-Jul-2009 at 05:52)


haha....new race

this was one that i had read a long time ago

Elementals

There are many elementals in the world. however only 3 have chosen to fight for how the world was when it was just the elementals in charge. Fire, Earth, and Spirit elementals have all put aside their differences to focus on working together to make their utopian world a much better place. Even though sometimes they argue about minscule things, they eventually find a solution to their problems. (sucky intro but its late)

Fire elementals (offensive)
Spirit elementals (defensive)
Earth elementals (elites)

Fire elementals get a +15% bonus against undead (dead hate fire)
Spirit elementals get a -20% casualty rate (they are ghosts so hard to hit)
Earth elementals are 3/7 and cost $1200

building efficiencies

-10% homes
+25% rune production (magical beings)
+15% attack time
cant use war horses
+15% to wizard training


just bored and figured id do something while i was waiting for people to come online in my KD.

Burning flames, shooting energy bursts, power with anger and superforms that kind of fights a Saiyan really desires
#1  
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Posts: 248/253
(08-Jul-2009 at 00:54)


here is an edit to my post

this was one that i had read a long time ago

Elementals

There are many elementals in the world. however only 3 have chosen to fight for how the world was when it was just the elementals in charge. Fire, Earth, and Spirit elementals have all put aside their differences to focus on working together to make their utopian world a much better place. Even though sometimes they argue about minscule things, they eventually find a solution to their problems. (sucky intro but its late)

Fire elementals (offensive)
Spirit elementals (defensive)
Earth elementals (elites)

Fire elementals
Spirit elementals
Earth elementals are 3/7 and cost $1200

building efficiencies

-10% homes
+25% rune production (magical beings)
+15% attack time
cant use war horses
+15% to wizard training
+10% offense against undeads
-20% casualty rate

Burning flames, shooting energy bursts, power with anger and superforms that kind of fights a Saiyan really desires
#2  
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Posts: 62/93
(10-Jul-2009 at 20:04)
Re: here is an edit to my post

Originally Posted by draconis84: View Post
this was one that i had read a long time ago

Elementals

There are many elementals in the world. however only 3 have chosen to fight for how the world was when it was just the elementals in charge. Fire, Earth, and Spirit elementals have all put aside their differences to focus on working together to make their utopian world a much better place. Even though sometimes they argue about minscule things, they eventually find a solution to their problems. (sucky intro but its late)

Fire elementals (offensive)
Spirit elementals (defensive)
Earth elementals (elites)

Fire elementals
Spirit elementals
Earth elementals are 3/7 and cost $1200

building efficiencies

-10% homes
+25% rune production (magical beings)
+15% attack time
cant use war horses
+15% to wizard training
+10% offense against undeads
-20% casualty rate

this makes nearly no sense to me. right.. so.:
Elementals:
Fire elementals 5/0
Spirit elementals 0/5
Earth elementals are 3/7 and cost $1200
Pros:
-20% casualty rate
+15% wizards trained
+10% off against undead
+25% rune production

Cons: ok, -10% homes? ?!
I'm assuming this means -10% population, which is pretty serious.
Can't use Warhorses.
+15% attack time.

right, my summery:
one of the worst races ever suggested....
pros are to weak, and have no specific function. How do you play this race?
Cons make you weak for attacking, and the pop really gets you down at anything.
You need to really revamp this race.

Last edited by Fanatic39, 10-Jul-2009 at 20:09.
Edit reason: didn't type a letter.
#3  
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Posts: 64/93
(10-Jul-2009 at 20:38)
I'm going to post my idea on what I think this race should be like:

Ok, Elements: Units.

Same as yours. That'll do fine.
Fire elementals 5/0
Spirit elementals 0/5
Earth elementals are 5/7 and cost $1300 (6.5 nw)
apart from the elites-

Pros:
+50% food and rune production.
Elites count as theives on def, when at home. (2 elites = 1 theif)
Thieves can take twice as much resources/pes/horses.
Wizards are immune to all ops/attacks (massicre, no effect, sabotage wiz, no
effect, ass wiz, no effect.



Cons:
+10% Construction Time
-10% building eff
-5% ME.
Can't receive certain types of aid (Money, Solds)


(Note; can send all aid)


Supposed to be a T/M. Tell me if this is seriously unbalanced.
#4  
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Posts: 249/253
(11-Jul-2009 at 02:22)


Re: haha....new race

Originally Posted by Fanatic39: View Post
I'm going to post my idea on what I think this race should be like:

Ok, Elements: Units.

Same as yours. That'll do fine.
Fire elementals 5/0
Spirit elementals 0/5
Earth elementals are 5/7 and cost $1300 (6.5 nw)
apart from the elites-

Pros:
+50% food and rune production.
Elites count as theives on def, when at home. (2 elites = 1 theif)
Thieves can take twice as much resources/pes/horses.
Wizards are immune to all ops/attacks (massicre, no effect, sabotage wiz, no
effect, ass wiz, no effect.



Cons:
+10% Construction Time
-10% building eff
-5% ME.
Can't receive certain types of aid (Money, Solds)


(Note; can send all aid)


Supposed to be a T/M. Tell me if this is seriously unbalanced.


haha yeah a little overpowered just by the not affected by massacres and ops...everyone would be playing these just so they wouldnt be affected by these during hostile and war times.

your cons seem to go against them being purely t/m...except for the -5% ME, which wouldnt be bad if you upped it to maybe -10% ME. more people would play these like the faeries of old and go strictly defensive.


Pros:
+50% rune production.
Elites count as thieves on def when at home. (2 elites = 1 theif)
Thieves and wizards are 1.5 x building % as effective

1.5 x 20% guilds = 30%


Cons:
-10% ME
+10% attack time

maybe add something new like they can send elites to kill dragons and do double the damage

Burning flames, shooting energy bursts, power with anger and superforms that kind of fights a Saiyan really desires
#5  
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Posts: 66/93
(11-Jul-2009 at 09:12)
Re: haha....new race

Originally Posted by draconis84: View Post
haha yeah a little overpowered just by the not affected by massacres and ops...everyone would be playing these just so they wouldnt be affected by these during hostile and war times.

your cons seem to go against them being purely t/m...except for the -5% ME, which wouldnt be bad if you upped it to maybe -10% ME. more people would play these like the faeries of old and go strictly defensive.


Pros:
+50% rune production.
Elites count as thieves on def when at home. (2 elites = 1 theif)
Thieves and wizards are 1.5 x building % as effective

1.5 x 20% guilds = 30%


Cons:
-10% ME
+10% attack time

maybe add something new like they can send elites to kill dragons and do double the damage

to be honest, that was the point. We don't really have a T/M anymore- people mostly go A/M or A/T.

although, I like your building idea..
#6  
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Posts: 67/93
(11-Jul-2009 at 09:27)
Revision:
Ok, Elements: Units.


Fire elementals 5/0
Spirit elementals 0/5
Earth elementals are 5/7 and cost $1300 (6.5 nw)


Pros:
+50% food and rune production.
Elites count as theives on def, when at home. (2 elites = 1 theif)
Thieves can take twice as much resources/pes/horses.
Can use certain Unfriendly/hostile spells out of relations.

Cons:
+20% attack time
-10% building eff
-10% ME.
Can't receive certain types of aid (Food, Solds)

(Note; can send all aid)

New spell: (no name, couldn't think of one)
effect: +10% eff for magic and theivery

as hard as fireball; same cost, lasts 8-12 hours

Specific Spellbook:
Nightmares, Amnesia, Mystic Aura

can use Amnesia and Lightning strike in all relations.

Ok, I may have gone a little overboard here.
#7  
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Posts: 250/253
(12-Jul-2009 at 01:33)


Re: haha....new race

Originally Posted by Fanatic39: View Post
Revision:
Ok, Elements: Units.


Fire elementals 5/0
Spirit elementals 0/5
Earth elementals are 5/7 and cost $1300 (6.5 nw)


Pros:
+50% food and rune production.
Elites count as theives on def, when at home. (2 elites = 1 theif)
Thieves can take twice as much resources/pes/horses.
Can use certain Unfriendly/hostile spells out of relations.

Cons:
+20% attack time
-10% building eff
-10% ME.
Can't receive certain types of aid (Food, Solds)

(Note; can send all aid)

New spell: (no name, couldn't think of one)
effect: +10% eff for magic and theivery

as hard as fireball; same cost, lasts 8-12 hours

Specific Spellbook:
Nightmares, Amnesia, Mystic Aura

can use Amnesia and Lightning strike in all relations.

Ok, I may have gone a little overboard here.

haha yeah just a smidge overboard...these are now the undead of the tm's lol. maybe they could have a spell called "Spellbinder" where you could cast it for say double the runes of paradise with the same toughness as FB and it would last 2 hours and give you the +10% spell effectiveness. as a mage you could do major damage in an hour much less 8 - 12 wow they could demolish a province all on their own.

Burning flames, shooting energy bursts, power with anger and superforms that kind of fights a Saiyan really desires
#8  
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Posts: 74/93
(04-Sep-2009 at 23:30)
Re: haha....new race

Originally Posted by draconis84: View Post
haha yeah just a smidge overboard...these are now the undead of the tm's lol. maybe they could have a spell called "Spellbinder" where you could cast it for say double the runes of paradise with the same toughness as FB and it would last 2 hours and give you the +10% spell effectiveness. as a mage you could do major damage in an hour much less 8 - 12 wow they could demolish a province all on their own.
being fair, that was the point. We need something big to combat massive numbers of hybrids. Not that many pure attackers or t/ms anymore, so, it's meant to be a really good t/m
#9  
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