Hey; ~1200 views. I guess that just happens when you let a topic sit for two years, eh?
I've been dabbing around a lot more with design in the last years, and...
Well, Alenda's original concept (logistics, which you can find below in nested spoilers)... was bleh.
Alenda's second idea, after I stopped editing this topic, was use of indirects as full-on replacements for directs (Indirects +1 move and +15 defense; directs -15 attack). Except that was pretty bleh too.
So I kept asking myself... what was I trying to do with her in the first place?
To which I realized the real reason why I had only made bad ideas before. I didn't know what I wanted out of her because I didn't know what I wanted her character to be about.
This showed up as her having a tiny meter and powers that weren't exactly good in gameplay at all.
So, I decided that, as all her previous abilities did, I should focus on range.
So how to do that without being Grit?
Why, obviously, by being Javier, and instead kindly informing enemy directs that they're not going to be particularly effective, like how Javier does so with enemy indirects.
Theme: Card Captured, Attack of a Card, Sakura Battle (my personal favorite and the one I'm currently using), DOTA BATA?
***☆☆☆☆ / / 3 + 4 meter
Stats are cumulative.
All units have 2 additional ammunition and 10% increased defense against Direct Combat units but 10% reduced defense against Indirect Combat units.
Gameplay Note: The bonus ammunition isn't really useful for a number of units... but I wanted it to stay because the units it benefits the most (Mech, Rockets, Missiles, Battleship) are units that I feel this CO--as a CO-- would want to use. It also thematically connects the name.
All enemy units lose 1 point of Movement, and all allied indirects have their minimum range reduced by 1. All units are 110/110 (standard bonus).
Fires two missiles that each hit 13 tiles and deal 2 damage. One targets by enemy cost, the other by enemy density. All enemies hit lose 20 defense. All allied indirects have their minimum range set to 1, and all units are 120/120. Defense against direct units increases to 30 (from 10).
I'm not going to claim that this is quite balanced.
I don't know how much to price the SCOP.
Adder's COP, +1 movement and standard bonuses, is a 2 star power. I believe it to be undercosted, and that this is fine because he's bland.
-1 movement, as it affects the enemy and not the player, is easily a slightly more expensive power, but is slightly more situational. To make the power always useful, I felt that the indirect range reduction would not only be appropriate as a gameplay piece (as the enemy either is in range, in your shadow, or is affected by the move loss), but also as a thematic one (Alenda is an expy of an archer tactician).
The name's reference is very strenuous--it comes from Alexander the Great who's empire had an incredible reach and was well-supplied because roads. The COP reflects this as well-- the main advantage Alexander had when it came to conquests was indeed relatively high mobility and good supply lines.
That... supply line bit used to be represented by being able to refresh indirects and transports, which while interesting wasn't quite right.
Removing enemy defense, though it seems less in that vein on the surface, was based a bit on the idea of a siege. In a siege, what matters is your supply lines-- and if they aren't really good, then your ability to fight suffers the longer that siege drags on.
Hence, dealing damage and reducing defense.
-Brand new Alenda is brand new.
(The rest of this post is archival)
This is the section for creating custom COs under the new DS tag system. Users are welcome to post their own creations here or comment on other's CCOs.
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